Fey Cleric Instead of drawn on the divine power of Celestials, fey clerics are able to harness the magic of the Feywild itself. These individuals are able to distorts one perception of reality by manipulating their fears and desires to spread terror, joy, or chaos to all they encounter. Fiend Cleric Fiend clerics call upon the power of the Lower Planes from either the Abyss or the Nine Hells. These individuals seek to claim the souls of mortal to fuel the eternal war between devils and demons. Draconic Cleric When dragons are able to acquire incredible amounts of power, they start to consider themselves to be gods, granting power to those who worship them. However, others claim their ultimate allegiance to the dragon gods themselves such as Tiamat, Bahamut, and even Sardior. Blaze Cleric Blaze clerics draw their power from entities whose claim the domain of fire. However, these clerics have been known to share allegiance to other elements such as light or nature. Winter Cleric Winter clerics have devoted their lives to entities who claim the domains of frost, ice, and the cold. However, this domain has been known to encompass much broader themes such as the seasons and death. Other clerics of this order do not hold fealty to a deity but instead a powerful creature attuned to ice, such as powerful elementals or even dragons. Earth Cleric Earth clerics share a deep connection with the earth thanks to their divine devotion. Despite their faith, earth clerics have been known to maintain a strong relationship with many druidic and primal circles to help enforce elemental balance on the Material Plane 101 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
102 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Cleric Acolyte medium humanoid, varies Armor Class 16(Breastplate) Hit Points 39(6d8+12) Speed 30ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 12 (+1) 16 (+3) 16 (+3) Saving Throws Str +5, Dex +5, Con +5, Int +4, Wis +6, Cha +6 Skills Arcana +5, Religion +5, Insight +5,Perception +5, Persuasion +5 Senses passive Perception 15 Languages Common, Celestial, and one language of its choice Proficiency Bonus +2 Challenge 3 (700 xp) Divine Aura The cleric acolyte can add its Wisdom modifier each of its saving throws (already included in bonus) Divine Empowerment Upon casting a spell of 5th level or lower, the cleric acolyte can deal an additional 5(1d8) radiant damage for each level above 1st that the cleric acolyte casts to its next damage roll until the start of its next turn. The cleric acolyte can only benefit from this feature once on each of its turns. Divine Sense The cleric acolyte can pinpoint the location of a fiend or undead within 60ft. of them. Divine Warding Whenever fiends or under make an attack against the cleric acolyte, it must do so with disadvantage. The priest has advantage on saving throws against their effects Spellcasting The cleric acolyte is a 6th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Cantrips(At will) Light, Sacred Flame, Spare the Dying, Thaumaturgy 1st Level Spells(4 slots) Bless, Bane, Cure Wounds, Gentle Repose, Guiding Bolt, Protection from Good and Evil, Shield of Faith 2nd Level Spells(3 slots) Lesser Restoration, Spiritual Weapon, Zone of Truth 3rd Level Spells(2 slots) Aura of Vitality, Daylight, Revivify, Spirit Guardians Actions Multiattack. The cleric acolyte can cast one spell and make one weapon attack. The cleric acolyte can substitute a spell effect for Turn the Dead(if available). Mace Melee Weapon Attack: +4 to hit, 5ft., one target. Hit 6 (1d6+2) bludgeoning damage. Turn the Dead (Recharge 5-6). Undead or fiends within 30ft. of the cleric acolyte must succeed a DC 16 Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a undead or fiend is of challenge rating 2 or lower, it is instantly destroyed.
103 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Cleric Priest medium humanoid, varies Armor Class 16(Breastplate) Hit Points 68(9d8+27) Speed 30ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 16 (+3) 12 (+1) 18 (+4) 18 (+4) Saving Throws Str +5, Dex +5, Con +6, Int +4, Wis +7, Cha +7 Skills Arcana +7, Religion +7, Insight +7,Perception +7, Persuasion +7 Senses passive Perception 17 Languages Common, Celestial, and one language of its choice Proficiency Bonus +3 Challenge 7 (2900 xp) Divine Aura The cleric priest can add its Wisdom modifier each of its saving throws (already included in bonus) Divine Empowerment Upon casting a spell of 1st level or higher, the cleric priest can deal an additional 5(1d8) radiant damage for each level above 1st that the cleric priest casts to its next damage roll until the start of its next turn. The cleric priest can only benefit from this feature once on each of its turns. Divine Sense The cleric priest can pinpoint the location of a fiend or undead within 120ft. of them. Divine Warding Whenever fiends or under make an attack against the cleric priest, it must do so with disadvantage. The cleric priest has advantage on saving throws against their effects Spellcasting The cleric priest is a 9th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Cantrips(At will) Light, Sacred Flame, Spare the Dying, Thaumaturgy 1st Level Spells(4 slots) Bless, Bane, Cure Wounds, Gentle Repose, Guiding Bolt, Protection from Good and Evil, Shield of Faith 2nd Level Spells(3 slots) Lesser Restoration, Spiritual Weapon, Zone of Truth 3rd Level Spells(3 slots) Aura of Vitality, Daylight, Revivify, Spirit Guardians 4th Level Spells(3 slots) Aura of Life, Divination, Guardian of Faith 5th Level Spells(2 slots) Dawn, Circle of Power, Flame Strike, Hallow, Holy Weapon, Wall of Light Actions Multiattack. The cleric priest can cast one spell and make one weapon attack. The cleric priest can substitute a spell effect for Turn the Dead(if available). Mace Melee Weapon Attack: +5 to hit, 5ft., one target. Hit 6 (1d6+2) bludgeoning damage + 1d8 radiant damage. Turn the Dead (Recharge 5-6). Undead or fiends within 30ft. of the cleric priest must succeed a DC 15 Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a undead or fiend is of challenge rating 2 or lower, it is instantly destroyed.
104 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Grand Cleric medium humanoid, varies Armor Class 16(Breastplate) Hit Points 136(18d8+54) Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 17 (+3) 20 (+5) 20 (+5) Saving Throws Str +9, Dex +8, Con +9, Int +9, Wis +11, Cha +11 Skills Arcana +9, Religion +15, Insight +11,Perception +11, Persuasion +11 Senses passive Perception 21 Languages Common, Celestial, and one language of its choice Proficiency Bonus +6 Challenge 18 (20000 xp) Divine Aura The Grand Cleric can add its Wisdom modifier each of its saving throws (already included in bonus) Divine Empowerment Upon casting a spell of 5th level or loweer, the grand cleric can deal an additional 5(1d8) radiant damage for each level above 1st that the cleric priest casts to its next damage roll until the start of its next turn. The grand cleric can only benefit from this feature once on each of its turns. Divine Intervention(1/week) Upon dropping to 0 hitpoints, the grand cleric fully recover its hitpoints, expended spell slots, and legendary resistances. Divine Sense The grand cleric can pinpoint the location of a fiend or undead within 120ft. of them. Divine Warding Whenever fiends or under make an attack against the grand cleric acolyte, it must do so with disadvantage. The gradn cleric has advantage on saving throws against their effects Legendary Resistance(3/day) Upon failing a saving throw, the grand cleric leric can choose to succeed. Upon using this feature, the grand cleric can cast a spell of 5th level or lower. Spellcasting The grand cleric is a 18th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). Cantrips(At will) Light, Sacred Flame, Spare the Dying, Thaumaturgy 1st Level Spells(4 slots) Bless, Bane, Cure Wounds, Gentle Repose, Guiding Bolt, Protection from Good and Evil, Shield of Faith 2nd Level Spells(3 slots) Lesser Restoration, Spiritual Weapon, Zone of Truth 3rd Level Spells(3 slots) Aura of Vitality, Daylight, Revivify, Spirit Guardians 4th Level Spells(3 slots) Aura of Life, Divination, Guardian of Faith 5th Level Spells(3 slots) Dawn, Circle of Power, Flame Strike, Greater Restoration, Hallow, Holy Weapon, Mass Cure Wounds, Summon Celestial Wall of Light 6th Level Spells(2 slots) Sunbeam, Word Recall, Heal 7th Level Spells(2 slots) Divine Word, Power Word Pain, Symbol 8th Level Spells(1 slot) Holy Aura, Sunburst 9th Level Spells(1 slot) Mass Heal, Power Word Kill, Power Word Heal Actions Multiattack. The grand cleric can cast one spell and make one weapon attack. The grand cleric can substitute a spell effect for Turn the Dead(if available). Mace Melee Weapon Attack: +9 to hit, 5ft., one target. Hit 7 (1d6+3) bludgeoning damage + 9 (2d8) radiant damage. Turn the Dead (Recharge 5-6). Undead or fiends within 30ft. of the cleric priest must succeed a DC 19 Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a undead or fiend is of challenge rating 3 or lower, it is instantly destroyed. Legendary Actions (3/turn) The grand cleric can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Movement (1 actions) The grand cleric can move up to half its movement speed without having provoking attacks of opportunity. Cast a spell(2 actions) The grand cleric can cast a spell of 5th level or lower. Divine Resilience(3 actions) The grand cleric can end one status condition or spell effect on itself.
105 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Light Cleric Divine Light When a creature is hit by an attack or fails a saving throw against an effect that deals fire or radiant damage, it cannot benefit from being hidden until the end of its next turn. Radiant Caster Whenever the light cleric starts its turn in direct sunlight, whenever it deals radiant or fire damage, it can add one additional die of that type to the total damage roll. Spellcasting The light cleric gains the following additional spells 1st Level Spells Faerie Fire 2nd Level Spells Scorching Ray 3rd Level Spells Fireball 4th Level Spells Fire Shield, Wall of Fire 5th Level Spells Immolation 7th Level Spells Delayed Blast Fireball, Crown of Stars, Fire Storm 9th Level Spells Meteor Swarm Channel Divinity Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead. Solar Radiance(Recharge 5-6) As an action, creatures in a 30ft. radius of the Cleric must make a Constitution saving throw. On a failed saving throw, creatures take damage both radiant and fire damage equal to the Cleric's proficiency bonus and are blinded until the end of its next turn. On a successful saving throw, creatures only take half damage. This feature banishes any form of darkness within range. For example, a light cleric acolyte would deal 9 (2d8) fire + 9(2d8) radiant damage on a failed saving throw. On a successful saving throw, creatures only take half damage. Bonus Actions Aura of Light As a bonus action, the cleric can choose to emit a bright light in a 20ft. radius and dim light an additional 20ft. This light counts as sunlight. This light can be dismissed as a bonus action Reactions Warding Flare Whenever the cleric or a creature within 30ft. of the cleric is targeted with an attack, the cleric can use its reaction to cause that attack to suffer disadvantage. Twilight Cleric Senses 120ft. darkvision Challenge Rating Increases by 1 Shadow Sight The twilight cleric can see in magical darkness. Shadow Stealth While in darkness, the twilight cleric can use its bonus action to Hide. While these conditions are met, the cleric is invisible to creatures that rely on sight to see it Shadow Shield While in darkness, the twilight cleric gains 10 temporary hitpoints at the start of each of its turns. Divine Darkness When a twilight cleric deals radiant damage, it can choose to treat the damage dealt as psychic instead. Spellcasting The twilight cleric gains the following additional spells 1st Level Spells Fog Cloud, Sleep 2nd Level Spells Darkness, Invisibility 3rd Level Spells Hunger of Hadar 4th Level Spells Greater Invisibility, Shadow of Moil 5th Level Spells Mislead 6th Level Spells True Seeing 8th Level Spells Darkstar, Maddening Darkness 9th Level Spells Ravenous Void Channel Divinity Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead. Penumbra(Recharge 5-6) As an action, creatures in a 30ft. radius of the twilight cleric must make a Wisdom saving throw. On a failed saving throw, creatures take psychic equal to twice the Cleric's proficiency bonus. This area counts as magical darkness until the end of the twilight cleric's next turn. If affected creatures are currently in dim light or darkness, it must make this saving throw with disadvantage. On a successful saving throw, creatures only take half damage. This feature banishes any form of light within range. For example, a twilight cleric acolyte would deal 17 (4d8) psychic damage. On a successful saving throw, creatures only take half damage.
106 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Tempest Cleric Languages Auran, Primordial Stormy Aura Creatures that grapple or hits the cleric with a melee attack while within 5ft. of it must succeed a Strength saving throw equal to the cleric's spell save DC. On a failed saving throw creatures are pushed back 10ft. and cannot take reactions until the end of its next turn. Divine Storm When a tempest cleric deals radiant damage, it can choose to treat the damage dealt as its choice lightning or thunder damage instead. Raging Tempest When a creature is hit by an attack or fails a saving throw against an effect that deals thunder or lightning damage, it is pushed back an additional 10ft. Spellcasting The tempest cleric gains the following additional spells Cantrips Booming Blade, Lightning Lure, Thunderclap 1st Level Spells Fog Cloud, Thunderwave 2nd Level Spells Gust of Wind, Shatter 3rd Level Spells Call Lightning, Fly, Lightning Bolt, Tidal Wave, Wind Wall 4th Level Spells Control Water, Storm Sphere 5th Level Spells Destruction Wave, Maelstrom 6th Level Spells Chain Lightning 7th Level Spells Whirlwind Channel Divinity Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead. Elemental Turning Elementals within 30ft. of the cleric must succeed a Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a elemental is of an appropriate challenge rating, it is instantly destroyed. Nature Cleric Nature Sense The nature cleric can pinpoint the location of a beast or elemental within range Nature's Wrath When a nature cleric deals radiant damage, it can choose to treat the damage dealt as its choice of fire, cold, or lightning damage instead. Spellcasting The nature cleric gains the following additional spells Cantrips Druidcraft, Shillelagah, Thorn Whip 1st Level Spells Burning Hands, Find Familiar 2nd Level Spells Summon Beast 3rd Level Spells Call Lightning, Conjure Animals, Plant Growth 4th Level Spells Grasping Vine, Polymorph, Summon Elemental 5th Level Spells Cone of Cold, Insect Plague, Wrath of Nature Channel Divinity Instead of using their Turn the Dead, the nature cleric can use a Channel Divinity Option instead. Divine Overgrowth(Recharge 5-6) As an action, creatures in a 30ft. radius of the Cleric must make a Strength saving throw. On a failed saving throw, creatures take piercing damage equal to twice the Cleric's proficiency bonus and are restrained until the end of its next turn. On a successful saving throw, creatures take half damage and are not restrained. For example, a nature cleric acolyte can deal an additional 18(4d8) piercing damage. On a successful saving throw, it takes half damage instead
107 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. War Cleric Challenge Rating Increases by 1 Divine Weapon The war cleric's attacks count as magical for the purpose of overcoming resistance. Divine Fury Whenever the war cleric casts a spell of 1st level or higher, it can use its bonus action to make an additional weapon attack. War Priest The war cleric has advantage on initiative Spellcasting The war cleric gains the following additional spells Cantrips Blade Ward, True Strike 1st Level Spells Shield of Faith 2nd Level Spells Magic Weapon 3rd Level Spells Conjure Barrage, Haste 5th Level Spells Conjure Volley, Swift Quiver 6th Level Spells Blade Barrier 7th Level Spells Mordenkainen's Sword Channel Divinity Instead of using their Turn the Dead, the war cleric can use a Channel Divinity Option instead. Divine Smite(Recharge 5-6) The war cleric can imbue their weapon with divine magic. Until the end of their next turn, the war cleric can deal an additional radiant damage equal to the war cleric's proficiency bonus on their weapon damage rolls. For the duration, whenever the war cleric takes the Attack action, they can make an additional weapon attack on their turn. For example, a war cleric acolyte can deal an additional 9(2d8) radiant damage on its weapon damage rolls. Reaction Divine Strike When the war cleric or a creature within 30ft. of the cleric that it can see makes an attack, the war cleric can cause that attack to have advantage. Forge Cleric Damage Resistances Fire, non-magical bludgeoning, piercing, and slashing damage Challenge Rating Increases by 1 Divine Forging When a forge cleric deals radiant damage, it can treat the damage dealt as fire damage instead. Divine Weapon The forge cleric's attacks count as magical for the purpose of overcoming resistance. Divine Reconstruction When forge cleric casts a healing or resurrection spell, it can affect constructs Siege Monster The forge cleric can deal double damage to buildings and objects Spellcasting The forge cleric gains the following additional spells Cantrips Blade Ward, Green-flame Blade, Mending 1st Level Spells Identify 2nd Level Spells Magic Weapon 3rd Level Spells Elemental Weapon, Tiny Servant 4th Level Spells Fabricate 5th Level Spells Animate Objects, Creation 6th Level Spells Blade Barrier 7th Level Spells Mordenkainen's Sword Channel Divinity Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead. Constructed Turning(Recharge 5-6) Constructs within 30ft. of the cleric must succeed a Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a construct is of an appropriate challenge rating, it is instantly destroyed.
108 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Arcana Cleric Challenge Rating Increases by 1 Arcane Sense The arcana cleric can pinpoint the location and type of magical effect within range. It can also determine if a creature is a spell caster if it is within range. Divine Arcana When an arcana cleric deals radiant damage, it can choose to treat the damage dealt as force damage instead. Divine Caster The arcana cleric cannot lose concentration on spell effects from taking damage. Rapid Caster When the arcana cleric casts a spell of 1st level or higher, it can use its bonus action to cast a cantrip. Magic Resistance The arcana cleric has advantage on saving throws against spells and magical effects Spellcasting 1st Level Spells Detect Magic, Magic Missile 2nd Level Spells Summon Beast 3rd Level Spells Counterspell, Dispel Magic 4th Level Spells Arcane Eye, Banishment 5th Level Spells Wall of Force, Teleportation Circle 6th Level Spells Contigency 7th Level Spells Teleport 8th Level Spells Antimagic Field 9th Level Spells Wish Channel Divinity Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead. Arcane Dispersal As an action, creatures in a 30ft. radius of the arcana cleric must make a Charisma saving throw. On a failed saving throw, creatures take force damage equal to twice the Cleric's proficiency bonus and cannot cast or concentrate spells until the end of its next turn. On a successful saving throw, creatures only take half damage. This effect also dispels any spell effects on creatures within range. For example, a arcana cleric acolyte can deal an additional 18(4d8) force damage on a failed saving throw and half as much on a success. Death Cleric Challenge Rating Increase by 1 Life Sense(Replaces Divine Sense) The death cleric can pinpoint the location of a living or undead creature within range. Avatar of Death When a death cleric deals radiant damage, it can choose to treat the damage dealt as necrotic damage instead. Death Link When the death cleric deals necrotic damage with a spell that targets only one creature, the death cleric can target a second creature within range. Inevitable Death When the death cleric reduces a creatures to 0 hitpoint, that creature instantly dies Spellcasting The death cleric gains the following additional spells Cantrips Toll the Dead 1st Level Spells Inflict Wounds 3rd Level Spells Animate Dead, Summon Dead 4th Level Spells Blight 5th Level Spells Danse Macabre, Negative Energy Flood, Reincarnate 6th Level Spells Create Undead, Circle of Death 7th Level Spells Finger of Death 8th Level Spells Horrid Wilting 9th Level Spells Time Ravage Channel Divinity Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead. Turn the Living(Replaces Turn the Dead) Living creatures (not including constructs or undead) within 30ft. of the cleric must succeed a Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. Withering Pulse As an action, creatures in a 30ft. radius of the death cleric must make a Constitution saving throw. On a failed saving throw, creatures take necrotic damage equal to twice the Cleric's proficiency bonus, and suffer vulnerability to the next damage roll against it until the end of its next turn. For the duration of this effect, the target cannot recover hitpoints. Upon a successful saving throw, creatures take half damage and are otherwise unaffected. For example, a death cleric acolyte can deal an additional 18(4d8) necrotic damage on a failed saving throw and half as much on a success.
109 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Life Cleric Divine Regeneration Upon casting a spell of 1st level or higher, the cleric can recover 5(1d8) hitpoints for each level of the spell cast. The cleric can only use this feature once on each of its turns and can only use this feature on a spell of 5th level or lower. Divine Healing When a life cleric heals a creature using a spell effect, it can treat the roll as its maximum value Life Link Whenever the life cleric casts a spell of 1st level or higher that heals a creature, the life cleric can recover 1d8 hitpoints for each level of the spell cast. Channel Divinity Instead of using their Turn the Dead, the life cleric can use a Channel Divinity Option instead. Preserve Life(Recharge 5-6) As an action, the life cleric and creatures in a 30ft. radius of the Cleric regains a number of hitpoints and temporary hitpoints equal to the Cleric's proficiency bonus. This effect also ends all status conditions or spell effects on that creature. For example, a life cleric acolyte would recover 18 (4d8) hitpoints and 18(4d8) temporary hitpoints. Trickster Cleric Divine Illusion When a trickster cleric deals radiant damage, it can choose to treat the damage dealt as psychic damage instead. Endless Tricks When the trickster cleric casts an enchantment or illusion spell that targets only one creature, the trickster cleric can target a second creature within range. Spellcasting The trickster cleric gains the following additional spells Cantrips Toll the Dead 1st Level Spells Disguise Self, Charm Person 2nd Level Spells Mirror Image, Suggestion, Phantasmal Force, Invisibility 3rd Level Spells Fast Friends, Hypnotic Pattern, Sending 4th Level Spells Charm Person, Phantasmal Killer, Greater Invisibility 5th Level Spells Dominate Person, Geas, Seeming, Modify Memory 6th Level Spells Mass Suggestion 8th Level Spells Dominate Monster Channel Divinity Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead. Divine Charm(Replaces Turn the Dead) Creatures within 30ft. of the cleric must succeed a Wisdom saving throw or become charmed by it for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. Creature can repeat their saving throw to end the effect each time it takes damage. It can use its bonus action to verbally command creatures charmed in this manner.
110 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Fey Cleric Damage Resistance Psychic Languages Sylvan Fey Resilience The cleric has advantage on saving throws against effects that charm or frighten Magical Resistance The cleric has advantage on saving throws against spells and magical effects Fey Misdirection If the cleric succeeds a saving throw from an effect that charms or frightens it, the cleric can redirect the effect back at the target. The attacker must succeed a Wisdom saving throw against the cleric's spell save DC. The fey cleric gains the following additional spells Cantrips Friends, Mind Sliver, Minor Illusion 1st Level Spells Color Spray, Disguise Self, Charm Person, Sleep 2nd Level Spells Mirror Image, Suggestion, Phantasmal Force, Invisibility, See Invisibility 3rd Level Spells Fast Friends, Hypnotic Pattern, Sending 4th Level Spells Charm Person, Phantasmal Killer, Greater Invisibility 5th Level Spells Dominate Person, Seeming 6th Level Spells Mass Suggestion 7th Level Spells Mirage Arcane 8th Level Spells Dominate Monster 9th Level Spells Weird Channel Divinity Instead of using their Turn the Dead, the Fey cleric can use a Channel Divinity Option instead. Fey Presence(Recharge 5-6) Creatures within 30ft. of the cleric must succeed a Wisdom saving throw or become charmed or frightened by the cleric for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. Creature can repeat their saving throw to end the effect each time it takes damage. It can use its bonus action to verbally command creatures charmed in this manner. Fey Turning(Recharge 5-6) Fey within 30ft. of the cleric must succeed a Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a fey is of an appropriate challenge rating, it is instantly destroyed. Fiend Cleric Damage Resistances Cold, Fire, Lightning Languages Abyssal, Infernal Dauntless The cleric has advantage on saving throws against being frightened Devil Sight The cleric's vision is not obscured by magical darkness. Magical Resistance The cleric has advantage on saving throws against spells and magical effects The fiend cleric gains the following additional spells Cantrips Firebolt, Poison Spray, Thaumaturgy 1st Level Spells Burning Hands, Cause Fear, Find Familiar, Hellish Rebuke 2nd Level Spells Darkness, Scorching Ray 3rd Level Spells Conjure Lesson Demons, Fireball, Stinking Cloud 4th Level Spells Conjure Demons, Wall of Fire 5th Level Spells Cloudkill, Infernal Calling, Immolate 6th Level Spells Summon Demon, Otherworldly Form 7th Level Spells Firestorm, Mirage Arcane 8th Level Spells Incendiary Cloud 9th Level Spells Gate. Meteor Swarm Channel Divinity Instead of using their Turn the Dead, the Fiend cleric can use a Channel Divinity Option instead. Infernal Turning(Recharge 5-6) Fiends within 30ft. of the cleric must succeed a Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a fiend is of an appropriate challenge rating, it is instantly destroyed.
111 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Draconic Domain Damage Resistances Acid, Cold, Fire, Lightning, Poison (choose one) Languages Draconic Draconian Magic Creatures cannot benefit from advantage on saving throws against the cleric's spell effects Magical Resistance The cleric has advantage on saving throws against spells and magical effects Draconic Ward When the cleric fails the saving throw a saving throw against an effect that deals acid, cold, fire, lightning or thunder damage, it takes no damage on a success. The draconic cleric gains the following additional spells Cantrips Firebolt, Poison Spray, Thaumaturgy 1st Level Spells Absorb Elements, Burning Hands, Cause Fear, Frost Fingers, 2nd Level Spells Dragon's Breath 3rd Level Spells Fear, Fly, Lightning Breath 4th Level Spells Elemental Bane 5th Level Spells Cone of Cold, Summon Draconic Spirit 6th Level Spells Fizban's Platinum Shield 7th Level Spells Draconic Transformation 8th Level Spells Illusory Dragon 9th Level Spells True Polymorph Channel Divinity Instead of using their Turn the Dead, the Fiend cleric can use a Channel Divinity Option instead. Draconic Presence(Recharge 5-6) Creatures within 30ft. of the cleric must succeed a Wisdom saving throw or become frightened by the cleric for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. Draconic Turning(Recharge 5-6) Dragons within 30ft. of the cleric must succeed a Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a dragon is of an appropriate challenge rating, it is instantly destroyed. Blaze Cleric Damage Resistances Fire Languages Ignan, Elemental Heated Body Creatures that grapple or hits the cleric with a melee attack while within 5ft. of it takes 5(1d8) fire damage. Blazing Smite When a tempest cleric deals radiant damage, it can choose to treat the damage dealt as its choice fire damage instead. Divine Flame When the Cleric deals fire damage, it can ignore resistance and treat immunity as resistance instead. Spellcasting The blaze cleric gains the following additional spells Cantrips Green-flame Blade, Firebolt 1st Level Spells Burning Hands 2nd Level Spells Scorching Ray, Heat Metal 3rd Level Spells Fireball 4th Level Spells Wall of Fire, Web of Fire 5th Level Spells Immolation 6th Level Spells Investiture of Flame 7th Level Spells Delayed Blast Fireball, Firestorm 8th Level Spells Incendiary Cloud 9th Level Spells Meteor Swarm Channel Divinity Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead. Combustion(Recharge 5-6) Creatures within 30ft. of the flame cleric must succeed a Dexterity saving throw equal to the flame cleric's spell save DC. On a failed saving throw, the creatures are set for one minute. Ablaze creatures take 9(2d8) fire damage at the start of each of its turns for the duration unless it uses its action to put out the flames. Elemental Turning(Recharge 5-6) Elementals within 30ft. of the cleric must succeed a Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a elemental is of an appropriate challenge rating, it is instantly destroyed.
112 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Winter Cleric Damage Resistances Cold Ice Walk The cleric can move through icy terrain without having to make an ability checks or expend additional movement Freezing Smite When a winter cleric deals radiant damage, it can choose to treat the damage dealt as its choice cold damage instead. Divine Frost When the winter cleric deals cold damage, it can ignore resistance and treat immunity as resistance instead. Gift of Frost The winter cleric has advantage on saving throws against effects that deal cold damage. On a successful saving throw, the cleric Spellcasting The winter cleric gains the following additional spells Cantrips Ray of Frost 1st Level Spells Frost Fingers, Ice Knife 2nd Level Spells Hold Person, Ice Spike 3rd Level Spells Sleet Storm, Slow 4th Level Spells Ice Storm 5th Level Spells Cone of Cold, Hold Monster 6th Level Spells Freezing Sphere, Investiture of Ice, Wall of Ice Channel Divinity Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead. Flash Freeze(Recharge 5-6) Creatures within 30ft. of the winter cleric must succeed a Constitution equal to the winter cleric's spell save DC. On a failed saving throw, the creatures are paralyzed for one minute. Paralyzed creatures can repeat its saving throw at the end of each of its turns to end the effect on a success. Elemental Turning(Recharge 5-6) Elementals within 30ft. of the winter cleric must succeed a Wisdom saving throw equal to the winter cleric's spell save DC or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a elemental is of an appropriate challenge rating, it is instantly destroyed. Earth Cleric Spider climb The earth cleric can climb difficult surfaces (including ceilings) without needing to make an ability check Siege Monster When a earth cleric deals double damage to buildings and objects Terran Stride When the earth cleric can travel through rocky terrain without needing to make ability checks or expend additional movement Spellcasting The earth cleric gains the following additional spells Cantrips Magic Stone, Mold Earth 1st Level Spells Catapult, Earth Tremor 2nd Level Spells Maximilian's Earthen Grasp 3rd Level Spells Conjure Minor Elementals, Meld into Stone 4th Level Spells Summon Elemental, Stoneskin 5th Level Spells Conjure Elemental, Passwall, Wall of Stone 6th Level Spells Bones of Earth, Flesh to Stone 8th Level Spells Earthquake 9th Level Spells Meteor Swarm Channel Divinity Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead. Earthen Tomb(Recharge 5-6) Creatures within 30ft. of the earth cleric must succeed a Strength equal to the earth cleric's spell save DC. On a failed saving throw, the creatures is knocked prone and restrained for one minute. Restrained creatures can repeat its saving throw at the end of each of its turns to end the effect on a success. Elemental Turning(Recharge 5-6) Elementals within 30ft. of the winter cleric must succeed a Wisdom saving throw equal to the winter cleric's spell save DC or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a elemental is of an appropriate challenge rating, it is instantly destroyed.
Cults Many supernatural entities such as archdevils, demon lords, elemental princes, dragons, demigods, and powerful undead seek to bind the souls of mortals to their will. In exchange for their allegiance, these entities bestow an aspect of their power to their followers. Defining Cults In general, cults can have a vast array of goals and objectives that they seek to accomplish. In many circumstances, many cults seem to be somewhat indistinguishable from many established pantheons. However, the primary difference between these groups is that cultists directly receive their power from their patron or deity, rather than channeling their divine magic through personal devotion. Because of this direct link, many cultists are more liable to heed their patron's wishes or risk having their power taken or some other form of punishment. Cult Agendas Thanks to their direct link to their followers, some patrons seek to attain godhood, using the influence of their cult to grant themselves enough power to reach their ascension. Others seek to claim the Material Plane as their own domain and use their followers as agents to enact their will on the Material Plane. Cult Pacts As mentioned earlier, cultists gain their arcane abilities directly from their patron through a pact. Although such pacts take the form of arcane power, some can manifest itself as a supernatural blade or artifact granted by the entity. With their newfound power, these individuals seek to spread the influence or further the goals of their patron. Depending on one's devotion, one can be bestowed greater portions of power and at times even ascend past their mortal limitations. However, such power comes at a cost. Depending on the patron, one may be literally selling their soul to their patrons. Others are forced to obey the commands of their patron or be at risk of losing their abilities or facing the direct wrath of the patron or their followers. Cult Tactics In general, cultists seek to accomplish the will of their patron by any means possible. They can resort to a number of tactics by recruiting the common population through persuasive conversion or deceptive manipulation. Others may resort to fear and violence to further their patron's goals and ruthlessly eliminate any rivals. Zealous Devotion Regardless of their preferred tactics, cultists are known for their unshakable resolve, whether out of fanatic devotion to their patron or the mortal terror of failing their master. In fact, many cultists would rather face death itself rather than betraying their cause. Fanatical Masses One of the major strengths of many cults is that they rely on numbers in combat. If the cult itself does not have a large reserve of members, they often entreat the aid of creatures that serve their patron to fill their ranks. Cultist Roles Just like most religions, cultists tend to have various hierarchies amongst their ranks. For each level within a cult, each member is granted a specific aspect of power from their respective patron. Cultist Acolyte Acolytes are the lowest rank of any cult. These individuals typically serve as initiates, whose primary goal is to earn favor to ascend the ranks. They also serve as foot soldiers for mundane tasks such as recruiting other members or spreading their patron's influence through violence or fear. Cultist Fanatics Fanatics are known for their extreme zeal towards their patron. These cultists are willing to do anything for the cause, even if it means certain death. In fact, their extreme zeal allows them to channel their patron's magic to replenish their own arcane reserves or to unleash it a zealous outburst. In many extreme cases, fanatics have been known to sacrifice their victims in the name of the deity to grant themselves a surge of power Cultist Executioner The primary role of executioners is to eliminate any threats to their patron's cause. Once their patron demands the life of a creature, executioners will stop at nothing to ensure the imminent demise of that creature. Cultist executioners have been known to leader small groups of fanatics or acolytes to take down such threats. However, they have been known to also serve as the personal guard to higher ranking cultists or emissaries of their patron itself. Cultist Invoker Invokers are higher ranking cultists that have received a greater aspect of their patron's power for their service. Invokers have the special ability to temporarily take the form of their respective deity, which grants them tremendous strength, endurance, and power for the duration. Although this power is often granted through painful rituals or challenging trials, such a gift is a tremendous boon to those who receive it. Cultist Summoner Whereas invokers can take the form of their patron, summoners can tap into the will of their patron to summon forth loyal minions. In many cases, summoners have been granted the ability to access their patron's plane of existence to call forth otherworldly creatures completely loyal to their cause. Cultist Herald Heralds have been granted a special connection to their patron and have been granted a form of otherworldly divination. They are able to harness this power to inflict curse on those who dare oppose the will of their masters. 113 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Cult Hand Cult hands serve as lieutenants or secondary leaders of a cult. For example, a cult hand may reside over a cult faction in a specific city, ultimately answering to a cult leader who is in charge of an order that spans entire continents. Other times, cult hands may serve as aids or advisors to emissaries of their Patron. For example, a pit fiend or deva may have several hands that always accompany them whenever they travel beyond their domains. Cult Leaders Cult leaders are at the very top of their order's hierarchy. In many cases, cult leaders serve as the direct link between their followers and their patron. In many cases, these leaders have been granted tremendous power from their masters and are granted powerful boons for their service. In some instances, cult leaders seek to use their influence over their cult as a means for their own ascension and may even try to challenge their master with their newfound power. Cult Types Cults can take many forms and have different goals, each reflecting the specific type of entity that they serve. Infernal Cultists Infernal cults have pledged themselves to devils of the lower planes. Members of these orders often join by pledging their souls in exchange for power. Others may have fallen to the corruption against fighting the demonic hordes, seeing it as the only alternative to truly defeat their monstrous foes. Their ultimate goal is to bind more mortal souls to the Nine Hells to finally bring an end to the demonic hordes and eventually the Upper Planes. Abyssal Cultists Cultists of the abyss only have one goal, which is to annihilate all life. In many circumstances, many abyssal cultists do not know the true nature of their patron, as very few creatures would favor the goals of most demons. However, once one has pledge their power to such demons, they are bound to their master's will lest they be torn to pieces by the demonic hordes of their patrons Fey Cultists Occasionally, powerful Fey venture to the Material Plane, masquerading as gods amongst mortals. Some merely create cults out of sheer amusement or boredom, while others may have sought to establish of dominion of their own, especially if they were ousted from the ruling courts of the Feywild. Dragon Cultists Dragon cultists tend to be quite common, especially with the presence of a prominent adult or ancient dragon. Whether out of fear or seeking the dragon's favor, many mortal pledge allegiance to their creatures and often are presented an aspect of the dragon's power in exchange. Great Old One Cultists Very few willingly seek out entities from the Far Realm. Often through the misguided or unintentional goal of finding ancient or powerful knowledge does one come across an entity from the Far Realm. However, such an encounter warps and corrupts the mind of the individual, twisting their thoughts to further that of their patron. Warlocks of these cultists seek to share the "knowledge" with the others and claim that only those who resist the will of the beyond views this as madness. Divine Cultists Whereas as most Celestial entities enact their will through clerics who channel the divine power, some seek to have a more direct conduit to impose their will on the world. Divine cultists are granted a spark of divinity itself, and in many cases are viewed akin to demigods among mortals. Undying Cultists These cultists have pledged themselves to a powerful undead, whether it be an archwraith or an archlich. Such entities promise immortality in exchange for the souls of the living. Others promise the power to raise loved ones of for the dead, but do not reveal the true cost until it is too late. Vampiric Cultists Powerful vampires have been known to grant their loyal thralls a portion of their vampiric powers. In many circumstances, some vampires do not seek to immediately give the gift of true vampirism to their subjects unless they have fully proven themselves. Instead, they offer them a chance to prove their worth by granting them a portion of their power. These cultists often serve as enforcers for the vampire, especially during the day, and are known to round up members of the population to serve as food or sacrifices for their masters. Anima Cultist Anima cultists have pledged themselves to a powerful dryad, treant, or other nature-based entity. Although, they do not possess an innate connection to nature like druids, they will fiercely defend the balance of nature or in some cases, they seek to expand its reach, even to the extent of threatening civilization itself. 114 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Thalassic Cultist Thalassic cultists have pledged themselves to a powerful entity of the sea or the Elemental Plane of water such as a Kraken, Aboleth, Dragon Turtle, or Water Elemental. Some of these cultists serve as direct agents of their entities, demanding tribute for their patron in exchange for safe passage of vessels through otherwise treacherous waters. Others seek to preserve the balance of the seas and the domain of the patron. Magitech Cultist Thanks to the advances of magic and technology, some constructs have attained nearly god-like abilities and awareness. Members of these orders believe that various forms of magitech are the true means of evolution and ascensions. Others have encountered Primus and his will for a universal order and seek to bring to establish order on each of the planes. Tempest Cultist Tempest cults have pledged themselves to powerful entities from the Plane of Air. They have been granted mastery of lightning and the wind, and in some cases the ability to conjure portals to the Plane of Air itself. Eternal Flame Cultist Cultists of the eternal flame pledge their allegiance to powerful creatures from the Elemental Plane of Fire. Although their patrons typically take the form of a powerful phoenix or elemental genie, some flame cultists have been known to pledge themselves to creatures with a powerful connection to fire, such as Fire Dragons or even incredibly powerful Fire Giants. Earthbreaker Cultist Earthbreaker cultists derive their power from creatures that call the Elemental Plane of Earth their home. Members of this order have been granted the ability to shape the earth itself and seek to further the will of the primordial forces that gave them their power. Ascendant Cultist Ascendant cultists are a somewhat rare order, as they claim no allegiance to a specific patron. Instead, they acquire their abilities from a font of power from a group of powerful mages. Such organizations can take many forms. For example, an ascendant cult could be an order of individuals chosen to be imbued with this collective power to serve their nations. Others could be an order specifically dedicated to battle supernatural entities, stealing their power and calling it their own. Regardless of their methods, ascendant cultists are defined by their ability to grant themselves incredible power by means other than a willing patron. 115 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
116 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Cultist Acolyte Medium Humanoid, Varies Armor Class 12(Mage Robes) Hit Points 26 (4d8+8) Speed 30ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 10(+0) 14 (+2) 14 (+2) Saving Throws Wis +4, Cha +4 Skills Arcana +4, Deception +4, Religion +4, Persuasion +4 Senses passive Perception 14 Languages Common and one language of choice Challenge 1(200 xp) Proficiency Bonus +2 Magical Attacks The cultist acolyte's attacks count as magical for the purpose of overcoming resistance Otherworldly Pact The cultist acolyte's spells are automatically cast at its highest available spell slot Supernatural Devotion The cultist acolyte has advantage on saving throws against being charmed or frightened Zealous Fervor When the cultist acolyte starts its turn within 10ft. of another cultist that it can see or hear within range, the cultist acolyte has advantage on attack rolls until the start of its next turn. Spellcasting The cultist acolyte is an 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Cantrips Eldritch Blast(see below), Thaumaturgy, Guidance 2nd Level Spells(2 slots) Hex, Dissonant Whispers, False Life, Actions Pact Blade. Melee Weapon Attack: +4 to hit, 5ft., one target. Hit: 7 (1d8+2) piercing damage Eldritch Blast. Ranged Spell Attack: +4 to hit, 150ft., one target. Hit: 8 (1d10+2) force damage. Devotion's Favor(1/short or long rest) The cultist acolyte can recover all expended spell slots Cultist Fanatic Medium Humanoid, Varies Armor Class 14(Mage Robes) Hit Points 39 (6d8+12) Speed 30ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 10(+0) 14 (+2) 14 (+2) Saving Throws Wis +4, Cha +4 Skills Arcana +4, Deception +4, Religion +4, Persuasion +4 Senses passive Perception 14 Languages Common and one language of choice Challenge 2(450 xp) Proficiency Bonus +2 Magical Attacks The cultist fanatic's attacks count as magical for the purpose of overcoming resistance Otherworldly Pact The cultist fanatic's spells are automatically cast at its highest available spell slot Supernatural Devotion The cultist fanatic has advantage on saving throws against being charmed or frightened Sacrificial Offering When the cultist fanatic kills a creature, they regains one expended spell slot. Zealous Strikes When the cultist fanatic starts its turn within 10ft. of another cultist that it can see or hear within range, the cultist fanatic can make one additional Pact Blade or Eldritch Blast attack as part of its action. Spellcasting The cultist acolyte is an 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). Cantrips Eldritch Blast(see below), Thaumaturgy, Guidance 2nd Level Spells(2 slots) Hex, False Life, Shadow Blade Actions Pact Blade. Melee Weapon Attack: +4 to hit, 5ft., one target. Hit: 7 (1d8+2) piercing damage Eldritch Blast. Ranged Spell Attack: +4 to hit, 150ft., one target. Hit: 8 (1d10+2) force damage. This attack is considered to be a cantrip. Devotion's Favor(1/short or long rest) The cultist fanatic can recover all expended spell slots Bonus Actions Zealous Frenzy The cultist fanatic can expend a spell slot to deal an additional 7(2d6) force damage on each of its attacks until the start of its next turn. Reactions Zealous Spree When the cultist fanatic reduces a creature to 0 hitpoints, it can use its reaction to move up to half its movement speed and make a Pact Blade or Eldritch Blast attack against a target in range.
117 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Cultist Executioner Medium Humanoid, Varies Armor Class 15(Mage Robes) Hit Points 45 (6d8+18) Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10(+0) 14 (+2) 17 (+3) Saving Throws Wis +4, Cha +5 Skills Arcana +4, Deception +4, Religion +4, Persuasion +4 Senses passive Perception 14 Languages Common and one language of choice Proficiency Bonus +2 Challenge 3(700 xp) Magical Attacks The cultist executioner's attacks count as magical for the purpose of overcoming resistance Otherworldly Pact The cultist executioner's spells are automatically cast at its highest available spell slot Supernatural Devotion The cultist executioner has advantage on saving throws against being charmed or frightened Zealous Empowerment When the cultist executioner deals a critical hit, they can triple the damage die instead of doubling it. Zealous Blessing (Recharge 5-6) At the start of each of its turns, the cultist executioner can add an additional damage die to its Pact Blade or Eldritch Blast until the end of its next turn. Spellcasting The cultist executioner is an 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). Cantrips Eldritch Blast(see below), Thaumaturgy, Guidance 3rd Level Spells(2 slots) Hex, Spirit Shroud, Spiritual Weapon Actions Multiattack The cultist executioner can make two attacks with its Pact Blade Pact Blade. Melee Weapon Attack: +5 to hit, 5ft., one target. Hit: 5 (1d10+3) slashing damage Eldritch Blast. Ranged Spell Attack: +5 to hit, 150ft., one target. Hit: 8 (1d10+3) force damage. This attack hits twice against the same or separate targets. This attack is considered to be a cantrip Devotion's Favor(1/short or long rest) The cultist executioner can recover all expended spell slots Bonus Action Zealous Mark One creature the cultist executioner can see within 30ft is marked for death. Until the cultist executioner uses this ability again on another creature, it can make an additional attack with its Pact Blade or Eldritch Blast whenever it takes the Attack action
118 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Cultist Invoker Medium Humanoid, Varies Armor Class 16(Mage Armor) Hit Points 60 (8d8+24) Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10(+0) 14 (+2) 19 (+4) Saving Throws Wis +5, Cha +7 Skills Arcana +6, Deception +7, Religion +6, Perception +5, Persuasion +7 Senses passive Perception 15 Languages Common and one language of choice Proficiency Bonus +3 Challenge 8(3900 xp) Magical Attacks The cultist invoker's attacks count as magical for the purpose of overcoming resistance Otherworldly Pact The cultist invoker's spells are automatically cast at its highest available spell slot. Supernatural Devotion The cultist invoker has advantage on saving throws against being charmed or frightened Frightful Presence When the cultist invoker enters into their Avatar form, creautres within 30ft. that can see or hear them must succeed a DC 15 Wisdom saving throw or become frightened for one minute. Creatures can repeat its saving throw at the end of each of its turns to end the effect on a successful saving throw. Undying Champion (1/long rest) When the cultist invoker is reduced to 0 hitpoints, it drops to 1 hitpoint and can use its Patron's Avatar feature for one minute. Spellcasting The cultist invoker is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Cantrips Eldritch Blast(see below), Thaumaturgy, Guidance 3rd Level Spells(4 slots) Hex, Spiritual Guardians, Find Familiar, Guardian of Faith Actions Eldritch Blast. Ranged Spell Attack: +7 to hit, 150ft., one target. Hit: 10 (1d10+4) force damage. This attack hits twice against the same or separate targets. This attack is considered to be a cantrip Devotion's Favor(1/short or long rest) The cultist invoker can recover all expended spell slots Patron's Avatar(1/day) The cultist invoker can take the form of a its patron taking on a form appropriate for its deity. While in this state, the cultist invoker gains 33(6d10) temporary hitpoints. While these temporary hitpoints are active, the cultist invoker's AC increases by 3 and it has resistance to non-magical bludgeoning, piercing, and slashing damage and one additional damage type of its choice(as appropriate for its Patron). This state lasts for up to 1 hour or until the cultist invoker loses its temporary hitpoints Bonus Actions Patron's Agility(Avatar Form Only) The cultist invoker can use its bonus action to Dash Reactions Avatar's Fury(Avatar Form Only) When the cultist invoker takes damage, it can use its reaction to make an attack against that creature using its Pact Blade or Eldritch Blast
119 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Cultist Summoner Medium Humanoid, Varies Armor Class 16(Mage Armor) Hit Points 60 (8d8+24) Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10(+0) 14 (+2) 19 (+4) Saving Throws Wi5 +4, Cha +7 Skills Arcana +6, Deception +7, Religion +6, Perception +5, Persuasion +7 Senses passive Perception 15 Languages Common and one language of choice Proficiency Bonus +3 Challenge 6(2300 xp) Magical Attacks The cultist summoner's attacks count as magical for the purpose of overcoming resistance Otherworldly Pact The cultist summoner's spells are automatically cast at its highest available spell slot. Supernatural Devotion The cultist summoner has advantage on saving throws against being charmed or frightened Supernatural Aid The cultist summoner cannot lose concentration on a spell effect to summon a creature by taking damage. Summoner's Vengeance (1/long rest) When the cultist summoner is reduced to 0 hitpoints, a CR 3 creature (either an Aberration, Celestial, Draconic, Elemental, Fey, Fiend, Undead or other creature appropriate for the cultist) appears in the nearest unoccupied space. This creature lasts for 1 minute and is considered an ally to the cultist and its allies and acts on the cultist's initiative. Spellcasting The cultist summoner is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Cantrips Eldritch Blast(see below), Thaumaturgy, Guidance 3rd Level Spells(3 slots) Hex, Spiritual Guardians, Find Familiar, Guardian of Faith Actions Eldritch Blast. Ranged Spell Attack: +7 to hit, 150ft., one target. Hit: 10 (1d10+4) force damage. This attack hits twice against the same or separate targets. This attack is considered to be a cantrip Devotion's Favor(1/short or long rest) The cultist summoner can recover all expended spell slots Call from the Beyond(Recharge 5-6) The cultist summoner can summon a CR 3 creature (either an Aberration, Celestial, Draconic, Elemental, Fey, Fiend, Undead or other creature appropriate for the cultist) appears in an unoccupied space within 30ft. This creature lasts for one hour, until it is dismissed, if it is reduced to 0 hitpoints, or if the cultist summoner uses this ability again. This creature is considered an ally to the cultist and its allies and acts on the cultist's initiative Bonus Actions Summoner's Fury The cultist summoner can use its bonus action to command a creature summoned by it to move up to half its movement speed and make an make a single attack against a creature of the cultist summoner's choice within range. Reactions Summoner's Protection When the cultist summoner takes damage, it can use its reaction to command a creature summoned by it to make a weapon attack against the attacker if it is in range.
120 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Cultist Herald Medium Humanoid, Varies Armor Class 16(Mage Armor) Hit Points 60 (8d8+24) Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10(+0) 14 (+2) 19 (+4) Saving Throws Wis +5, Cha +7 Skills Arcana +6, Deception +7, Religion +6, Perception +5, Persuasion +7 Senses passive Perception 15 Languages Common and one language of choice Proficiency Bonus +3 Challenge 5(1800 xp) Doom Sight When a creature under the effects of Omen targets the cultist herald with an attack or forces it to make a saving throw against an effect that targets only the herald, that creature must first roll a d6. Upon rolling a 5-6, the attack automatically misses or the effect fails against the herald. Herald Curse When the cultist herald is reduced to 0 hitpoints, the creature that reduced it to 0 hitpoints must succeed a DC 16 Charisma saving throw or fall under the effects of Omen. These effects last indefinitely until Remove Curse or a similar effect is used on that creature. Magical Attacks The cultist herald's attacks count as magical for the purpose of overcoming resistance Otherworldly Pact The cultist herald's spells are automatically cast at its highest available spell slot. Omen Creatures inflicted with omen must subtract 4(1d6) from any attack rolls, ability checks, or saving throws, it makes for the duration. Creatures under the effects of Omen also take an additional 4(1d6) damage each time it takes damage. This condition does not stack on top of itself. For example, once a creature suffers from Omen, acquiring this condition again does not increases the penalties acquired. Supernatural Devotion The cultist herald has advantage on saving throws against being charmed or frightened Supernatural Curse The cultist herald cannot lose concentration on Hex or Bestow Curse from taking damage. Spellcasting The cultist herald is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). Cantrips Eldritch Blast(see below), Thaumaturgy, Guidance 3rd Level Spells(3 slots) Bane, Dissonant Whispers, Fear, Hex, Bestow Curse Actions Eldritch Blast. Ranged Spell Attack: +7 to hit, 150ft., one target. Hit: 10 (1d10+4) force damage. This attack hits twice against the same or separate targets. This attack is considered to be a cantrip Devotion's Favor(1/short or long rest) The cultist herald can recover all expended spell slots Doomsday(Recharge 5-6) All creatures afflicted with Omen within 30ft. of the cultist herald that it can see or hear must succeed a DC 16 Charisma saving throw. On a failed saving throw, creatures take 33 (6d10) force damage and half as much on a successful saving throw. On a successful saving throw, creatures take half damage. Creatures reduced to 0 hitpoints by this attack are immediately killed Bonus Actions Patron's Omen One creature that the cultist can see within 30ft. of it must succeed a DC 15 Charisma saving throw. On a failed saving throw, creatures all under the effect of omen for 1 minute. On a successful saving throw, creatures are immune to this effect for the next 24 hours.
121 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Cultist Hand Medium Humanoid, Varies Armor Class 18 (Mage Armor) Hit Points 90 (12d8+36) Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 16(+3) 14 (+2) 20 (+5) Saving Throws Wis +6, Cha +9 Skills Arcana +7, Deception +9, Religion +7, Perception +6, Persuasion +9 Senses passive Perception 16 Languages Common and one language of choice Proficiency Bonus +4 Challenge 9(5000 xp) Legendary Resistance(1/day) Upon failing a saving throw, the cultist hand can choose to succeed instead. Upon using this feature, it regains one expended spell slot. Otherworldly Favor Once on each of its turns, the cultist hand can add a d8 to an attack roll, ability check, saving throw, or damage roll of its choice Magical Attacks The cultist hand's attacks count as magical for the purpose of overcoming resistance Magical Resistance The cultist hand has advantage on saving throws against spells and magical effects. Otherworldly Pact The cultist hand's spells are automatically cast at its highest available spell slot. Supernatural Devotion The cultist hand has advantage on saving throws against being charmed or frightened Spellcasting The cultist hand is an 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Cantrips Eldritch Blast(see below), Thaumaturgy, Guidance 5th Level Spells(3 slots) Hex, Planar Binding, Counterspell, Dispel Magic , Dimension Door, Spirit Guardians Actions Multiattack The cultist hand can make two attacks with its Pact Blade Pact Blade. Ranged Spell Attack: +9 to hit, 5ft., one target. Hit: 10 (1d10+5) slashing damage + 5(1d8) force damage. Eldritch Blast. Ranged Spell Attack: +9 to hit, 300ft., one target. Hit: 11 (1d10+5) force damage. This attack hits three times against the same or separate targets. This attack is considered to be a cantrip Patron's Bestowal (Recharge 5-6) When available, the cultist hand can use one of the following abilities as an action Devotion's Favor(Recharge 5-6) The cultist hand can recover all expended spell slots Mystic Arcanaum(Recharge 5-6) The cultist hand can cast a spell of its choice at 6th level from their patron class list without expending a spell slot. Bonus Actions Divine Command The cultist hand can use its bonus action to command one of its allies within range to use its reaction to move up to half its movement speed and to make an attack against a creature within range. Eldritch Storm(Recharge 5-6) When the cultist hand can use its bonus action use its Eldritch Blast attack.
122 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Cult Leader Medium Humanoid, Varies Armor Class 19 (Mage Armor) Hit Points 150 (20d8+60) Speed 30ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 18(+4) 18 (+4) 22 (+6) Saving Throws Wis +9, Cha +11 Skills Arcana +9, Deception +11, Religion +9, Perception +9, Persuasion +11 Senses passive Perception 19 Languages Common and one language of choice Proficiency Bonus +5 Challenge 15(13000 xp) Otherworldly Favor Once on each of its turns, the cultist leader can add a d8 to an attack roll, ability check, saving throw, or damage roll of its choice Magical Attacks The cult leader's attacks count as magical for the purpose of overcoming resistance Magical Resistance The cult leader has advantage on saving throws against spells and magical effects. Legendary Action(3/day) Upon failing a saving throw, the cult leader can choose to succeed. Upon using this feature, it regains one expended spell slot. Otherworldly Pact The cult leader's spells are automatically cast at its highest available spell slot Supernatural Devotion The cult leader has advantage on saving throws against being charmed or frightened Spellcasting The cult leader is an 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Cantrips Eldritch Blast(see below), Thaumaturgy, Guidance 5th Level Spells(5 slots) Hex, Planar Binding, Counterspell, Dispel Magic , Dimension Door, Spirit Guardians Actions Multiattack The cult leader can cast make three attacks with its Pact Blade Pact Blade. Ranged Spell Attack: +11 to hit, 5ft., one target. Hit: 12 (1d10+6) slashing damage + 9(2d8) force damage. Eldritch Blast. Ranged Spell Attack: +11 to hit, 300ft., one target. Hit: 12 (1d10+6) force damage. This attack hits four times against the same or separate targets. This attack is considered to be a cantrip Patron's Bestowal (Recharge 5-6) When available, the cultist had can use one of the following abilities as an action Devotion's Favor(Recharge 5-6) The cult leader can recover all expended spell slots Mystic Arcanaum(Recharge 5-6) The cultist leader can cast a spell of its choice from its Mystic Arcanaum at 9th level from their patron class list without expending a spell slot. Bonus Actions Divine Command The cult leader can use its bonus action to command one of its allies within range to use its reaction to move up to half its movement speed and to make an attack against a creature within range. Eldritch Storm(Recharge 5-6) The cult leader can use its bonus action use its Eldritch Blast attack. Legendary Actions(3/turn) The cult leader can take three legendary actions on its turn. It can only use one legendary action on a turn and must use it at the end of a creature's turn. The cult leader regains all expended legendary action at the start of each of its turn. Movement(1 action) The cult leader can move up to its half its movement speed without provoking attacks of opportunity Command Cultist(2 actions) The cult leader can command an ally that it can see within range to make an attack against a creature that they can see in range using its reaction Spell(2 actions) The cult leader can cast a spell of 5th level or lower Patron's Resilience(3 actions) The cult leader can end a status condition or spell effect on themself as an action.
123 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Infernal Cultist Languages Infernal Senses Darkvision 120ft. Challenge Rating Increases by 1 Devil Sight The cultist's vision is not obscured by magical darkness Hellfire Whenever the cultist deals force damage, it deals fire damage instead. Spellcasting The cultist has the following spells prepared 1st Level Spells Burning Hands 2nd Level Spells Scorching Ray, Darkness 3rd Level Spells Fireball, Conjure Lesser Demons 4th Level Spells Wall of Fire, Conjure Greater Demon 5th Level Spells Immolate, Infernal Calling Mystic Arcanaum Otherworldly Form, Summon Fiend, Firestorm Actions Fiendish Blast When the cultist uses Eldritch Blast, one creature within 5ft. of the target takes 6 (1d10) fire damage Fiendish Pact Blade When the cultist makes an attack with its Pact Blade, the target takes 6(1d10) fire damage at the end of the cultist's next turn. Patron Bestowal Option: Hellish Torment(Recharge 5- 6) One creature within 60ft. of the cultist takes fire damage equal to a number of d10s equal to twice the cultist's proficiency bonus as it is hurled through the Nine Hells. At the end of its turn, the creature returns to its space. Reactions Infernal Wrath When the cultist takes damage from an attacker within 60ft. of it, the attacker must succeed a Dexterity saving throw against the cultist's spell save DC. On a failed saving throw, it take fire damage equal to a number of d10s equal to the cultist's proficiency bonus. Abyssal Cultist Languages Infernal Senses Darkvision 120ft. Challenge Rating Increases by 1 Devil Sight The cultist's vision is not obscured by magical darkness Abyssal Fumes Whenever the cultist deals force damage, it deals poison damage instead. Abyssal Shroud Creatures of the cultist's choice that first enters or starts its turn within 5ft. of it takes 5(1d8) poison damage. Spellcasting The cultist has the following spells prepared 1st Level Spells Ray of Sickness 2nd Level Spells Ray of Enfeeblement, Darkness 3rd Level Spells Stinking Cloud, Conjure Lesser Demons 4th Level Spells Vitreolic Sphere, Conjure Greater Demon 5th Level Spells Cloudkill, Infernal Calling Mystic Arcanaum Otherworldly Form, Summon Fiend, Maddening Darkness Actions Abyssal Blast When the cultist uses Eldritch Blast, the target must succeed a Constitution saving throw against the cultist's spell save DC or become poisoned until the end of its next turn Abyssal Pact Blade When the cultist makes an attack with its Pact Blade, the target must succeed a Constitution saving throw against the cultist's spell save DC or become poisoned at the end of the cultist's next turn. Patron Bestowal Option: Abyssal Terror(Recharge 5-6) Creatures of the cultist's choice within 30ft. of it must succeed a Constitution saving throw. On a failed saving throw, that creature is frightened for one minute. Creatures frightened in this manner are considered paralyzed. Creatures can repeat its saving throw at the end of its turn to end the effect on a successful saving throw. Reactions Abyssal Rot When the cultist takes damage from an attacker within 60ft. of it, the attacker must succeed a Constitution saving throw against the cultist's spell save DC. On a failed saving throw, it take poison damage equal to a number of d6s equal to the cultist's proficiency bonus and are poisoned until the end of its next turn.
124 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Fey Cultist Languages Sylvan Challenge Rating Increases by 1 Fey Resilience The cultist has advantage on saving throws against being charmed or frightened Fey Touched Whenever the cultist deals force damage, it deals psychic damage instead. Spellcasting The cultist has the following spells prepared Cantrips Friends, Dancing Lights 1st Level Spells Faerie Fire, Charm Person, Sleep 2nd Level Spells Suggestion, Phantasmal Force, Invisibility 3rd Level Spells Summon Fey, Hypnotic Pattern, Fast Friends 4th Level Spells Greater Invisibility, Polymorph 5th Level Spells Dominate Person Mystic Arcanaum Otherworldly Form, Prismatic Spray Actions Faerie Blast When the cultist uses Eldritch Blast, the target must succeed a Wisdom saving throw equal to the cultist's spell save DC or suffer disadvantage on attack rolls until the end of its next turn. Fey Pact Blade When the cultist makes an attack with its Pact Blade, the target must succeed a Wisdom saving throw equal to the cultist's spell save DC or suffer disadvantage on attack rolls until the end of its next turn. Patron Bestowal Option: Fey Delirium(Recharge 5-6) On creatures of the Fey Cultist's choice must succeed a Wisdom saving throw equal to the cultist's spell save DC. On a failed saving throw, the target takes psychic damage equal to a number of d8s equal to twice the cultist's proficiency bonus and are charmed or frightened(its choice) by the cultist for one minute. While charmed or frightened in this manner, the target can only see itself, the cultists, and an imagine illusion of the cultist's choice. At the end of each of its turns, the creature can repeat its saving throw to end the effect on a success. Bonus Actions Fey Blink The cultist can teleport 30ft. to a spot its can see within range. Reaction Vanish When the cultist is targeted with an attack or forced to make a saving throw, it can turn invisible until the end of their next turn Dragon Cultist Armor Class Increases by 3 Languages Draconic Damage Resistances choose one of the following: acid, cold, fire, lightning, or poison Challenge Rating Increases by 1 Draconic Magic When the cultist deals damage with its spells, it can ignore resistance and treat immunity as resistance. Additionally, creatures cannot benefit from advantage on saving throws against its spell effects. Dragon's Blessing Whenever the cultist deals force damage, it deals one of the following damage types instead: acid, cold, fire, lightning, or poison. Spellcasting The cultist has the following spells prepared 1st Level Spells Absorb Elements, Burning Hands, Frost Fingers 2nd Level Spells Binding Frost, Dragon's Breath 3rd Level Spells Fly, Protection from Energy, Fear 4th Level Spells Elemental Bane 5th Level Spells Summon, Draconic Spirit Mystic Arcanaum Otherworldly Form, Illusory Dragon Actions Patron Bestowal Option: Dragon's Roar(Recharge 5-6) Creatures within a 20ft. cone from the cultist must succeed a Dexterity saving throw equal to the cultist's spell save DC. On a failed saving throw, the target takes damage equal to a number of d8s equal to twice the cultist's proficiency bonus and frightened by the cultist for one minute. The damage corresponds to the element from the cultist's Dragon's Blessing. On a successful saving throw, creatures take half damage and are not frightened. At the end of each of its turns, the creature can repeat its saving throw to end the effect on a success. Reactions Dragon's Menace When the cultist takes damage from an attacker within 60ft. of it, the attacker must succeed a Dexterity saving throw against the cultist's spell save DC. On a failed saving throw, it take damage equal to a number of d8s equal to the cultist's proficiency bonus and is frightened until the end of its next turn. The damage taken corresponds to the cultist's Dragon's Blessing
125 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Great Old One Cultist Languages Deep Speech, Telepathy 60ft. Challenge Rating Increases by 1 Aberrant Gift Whenever the cultist deals force damage, it deals psychic damage instead. Aberrant Mind The cultist has advantage on saving throws against being charmed or frightened Eldritch Warding Whenever the cultist succeeds a saving throw against an effect that charms or frightens it and the effect only targets the cultist, it can force the attacker to make a Wisdom saving throw against its spell save DC. On a failed saving throw, the attacker is charmed or frightened by the cultist for the duration Psionic Reflection Whenever the cultist takes psychic damage, it takes none and redirects it at the attacker. Spellcasting The cultist has the following spells prepared Cantrips Vicious Mockery 1st Level Spells Arms of Hadar, Charm Person 2nd Level Spells Crown of Madness Hold Person 3rd Level Spells Summon Aberration, Pulse Wave 4th Level Spells Phantasmal Killer 5th Level Spells Dominate Person, Synaptic Static, Telekinesis Mystic Arcanaum Otherworldly Form, Maddening Darkness, Feeblemind Actions Aberrant Blast When the cultist uses Eldritch Blast, it can add an additional damage die against a creature that is charmed, frightened, or stunned Aberrant Pact Blade When the cultist makes an attack with its Pact Blade, it can add an additional damage die against a creature that is charmed, frightened, or stunned Patron Bestowal Option: Enthrall(Recharge 5-6) On creatures of the Fey Cultist's choice must succeed a Wisdom saving throw equal to the cultist's spell save DC. On a failed saving throw, the target takes psychic damage equal to a number of d8s equal to twice the cultist's proficiency bonus and its Intelligence score is reduced by 4 (1d6). On a successful saving throw, creatures take half damage and are otherwise unaffected If this effect reduces Intelligence score to 0, the creature falls completely under the cultist's control and acts as its ally. It remains under the cultist's control until its Intelligence score is restored using Greater Restoration or a similar effect. Reaction Psionic Punishment When the cultist takes damage from a creature within 30ft. of it, the attacker must succeed a Wisdom saving throw against the cultist's spell save DC. On a failed saving throw, creatures take damage psychic damage equal to the damage the cultist takes and is stunned until the end of its next turn. On a successful saving throw, creatures take half damage and are otherwise unaffected.
126 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Divine Cultist Languages Celestial Challenge Rating Increases by 1 Divine Magic Whenever the cultist deals force damage, it deals radiant damage instead Divine Rebirth(1/long rest) Whenever the cultist is reduced to 0 hitpoints, it drop to 1 hitpoint instead. Creatures within 10ft. of the cultist must succeed a Dexterity saving throw equal to the cultist's spell save DC. On a failed saving throw, creatures take radiant damage equal to a number of d10s equal to the cultist's proficiency bonus. On a successful saving throw, creatures take half damage. Spellcasting The cultist has the following spells prepared Cantrips Sacred Flame 1st Level Spells Guiding Bolt, Cure Wounds, Cure Wounds 2nd Level Spells Ray of Enfeeblement 3rd Level Spells Mass Healing Word, Daylight 4th Level Spells Sickening Radiant 5th Level Spells Flame Strike, Holy Weapon, Summon Celestial Mystic Arcanaum Sunbeam, Sunburst Actions Divine Blast When the cultist uses Eldritch Blast, the target cannot benefit from being invisible or half or three-fourth's cover Divine Pact Blade When the cultist makes an attack with its Pact Blade, the target cannot benefit from being invisible or half or three-fourth's cover Patron Bestowal Option: Radiant Nova(Recharge 5-6) Creatures in a 20ft. radius around the cultist must succeed a Constitution saving throw equal to the cultist's spell save DC. On a failed saving throw, the target takes radiant damage equal to a number of d10s equal to twice the cultist's proficiency bonus and is blinded for one minute and half as much on a successful saving throw At the end of each of its turns, creatures can repeat tis saving throw to end the effect on a successful saving throw. Reactions Divine Flare When the cultist takes damage from an attacker within 60ft. of it, the attacker must succeed a Constitution saving throw against the cultist's spell save DC. On a failed saving throw, it takes radiant damage equal to a number of d8s equal to the cultist's proficiency bonus and is blinded until the end of its next turn
127 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Undying Cultist Challenge Rating Increases by 1 Death Magic Whenever the cultist deals force damage, it deals necrotic damage instead Undying Gift Whenever the cultist is reduced to 0 hitpoints, it can make a Charisma saving throw with a DC equal to half the damage dealt (minimum 10). It cannot benefit from this feature if tis takes radiant damage or if it is hit with a critical hit. On a successful saving throw, it regains 1 hitpoint instead. Spellcasting The cultist has the following spells prepared Cantrips Toll the Dead 1st Level Spells Inflict Wounds 2nd Level Spells Ray of Enfeeblement 3rd Level Spells Animate Dead, Vampiric Touch, Summon Undead 4th Level Spells Blight 5th Level Spells Antilife Shell, Negative Energy Flood Mystic Arcanaum Otherworldly Form, Create Undead, Finger of Death, Circle of Death Actions Deathly Blast When the cultist uses Eldritch Blast, the target cannot regain hitpoints until the end of its next turn.. Deathly Pact Blade When the cultist makes an attack with its Pact Blade, the target cannot regain hitpoints until the end of its next turn.. Patron Bestowal Option: Death's Touch(Recharge 5-6) One creature of the cultist's choice must succeed a Constitution saving throw equal to the cultist's spell save DC. On a failed saving throw, the target takes necrotic damage equal to a number of d8s equal to twice the cultist's proficiency bonus and its hitpoint maximum is reduced by the damage taken. On a successful saving throw, creatures take half damage and are otherwise unaffected. If this attack reduces a creature to 0 hitpoints, the target instantly dies and returns to life as a zombie under the control of the cultist. A creatures hitpoint maximum returns to normal after a long rest. Reactions Death's Lash When the cultist takes damage from an attacker within 60ft. of it, the attacker must succeed a Constitution saving throw against the cultist's spell save DC. On a failed saving throw, it takes necrotic damage equal to the damage taken and the target's hitpoint maximum is reduced by that amount as well. If a creature is reduced to 0 hitpoints, it instantly dies. A creature's hitpoint maximum can be restored by taking a long rest.
128 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Vampiric Cultist Darkvision 120ft. Challenge Rating Increases by 1 Vampire's Sight The cultist's vision is not obscured by magical darkness. Vampiric Magic Whenever the cultist deals force damage, it deals necrotic damage instead Blood Hunger The vampiric cultist has advantage on attack rolls against creatures below half its hitpoint maximum. Creatures below half its hitpoint maximum have disadvantage on saving throws against the cultist's spell effects Spellcasting The cultist has the following spells prepared Cantrips Toll the Dead 1st Level Spells Inflict Wounds 2nd Level Spells Ray of Enfeeblement, Darkness 3rd Level Spells Vampiric Touch, Summon Shadow Spawn, Fly 4th Level Spells Blight, Shadow of Moil, Greater Invisibility 5th Level Spells Antilife Shell, Negative Energy Flood Mystic Arcanaum Otherworldly Form, Harm, Circle of Death, Regenerate Actions Vampiric Blast When the cultist uses Eldritch Blast, it regains a number of hitpoints equal to half the necrotic damage dealt Vampiric Pact Blade When the cultist makes an attack with its Pact Blade, it regains a number of hitpoints equal to half the necrotic damage dealt Patron Bestowal Option: Vampiric Siphon(Recharge 5- 6) One creature of the cultist's choice must succeed a Constitution saving throw equal to the cultist's spell save DC. On a failed saving throw, the target takes necrotic damage equal to a number of d8s equal to twice the cultist's proficiency bonus and half as much on a success. The cultist regains a number of hitpoints equal to half the necrotic damage dealt Reactions Vampiric Brand When the cultist takes damage from an attacker within 60ft. of it, the cultist takes half damage and the attacker takes the other half as necrotic damage. Anima Cultist Languages Druidic Challenge Rating Increases by 1 Anima Font When the cultist casts a spell of 1st level or higher, it regains 1d8 hitpoints for each level above 1st that it is cast at Anima Magic Whenever the cultist deals force damage, it deals its choice of poison or necrotic damage instead Spellcasting The cultist has the following spells prepared Cantrips Thornwhip, Druidcraft 1st Level Spells Entangle 2nd Level Spells Spike Growth 3rd Level Spells Plant Growth, Guardian of Nature 4th Level Spells Blight, Polymorph 5th Level Spells Awaken, Wrath of Nature, Tree Stride, Mystic Arcanaum Transport Via Plants Regenerate, Wall of Thorns Actions Anima Blast When the cultist uses Eldritch Blast, it regains a number of hitpoints equal to half the necrotic damage dealt Anima Pact Blade When the cultist makes an attack with its Pact Blade, its reach increases by 5ft. On a hit, the target is pulled 10ft. towards the cultist Patron Bestowal Option: Verdant Overgrowth(Recharge 5-6) Creatures in a 20ft. radius around the cultist must succeed a Strength saving throw equal to the cultist's spell save DC. On a failed saving throw, the target takes bludgeoning damage equal to a number of d10s equal to twice the cultist's proficiency bonus and is restrained for one minute and half as much on a successful saving throw At the end of each of its turns, creatures can repeat tis saving throw to end the effect on a successful saving throw. Reactions Nature's Binding When the cultist takes damage from an attacker within 60ft. of it, the attacker must succeed a Strength saving throw against the cultist's spell save DC. On a failed saving throw, it takes piercing damage equal to a number of d8s equal to the cultist's proficiency bonus and is restrained until the end of its next turn
129 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Thalassic Cultist Languages Aquan Movement Speed 30ft. swim Challenge Rating Increases by 1 Amphibious The cultist can breathe in air and in water Thalassic Magic Whenever the cultist deals force damage, it deals its choice of acid or cold damage instead Spellcasting The cultist has the following spells prepared Cantrips Thorn whip, Shape Water 1st Level Spells Armor of Agathys, Arms of Hadar, Grease 2nd Level Spells Spike Growth, Spiritual Weapon 3rd Level Spells Tidal Wave, Waterbreathing, Wall of Water, Waterwalk Watery Sphere 4th Level Spells Control Water, Hunger of Hadar 5th Level Spells Bigby's Hand, Cone of Cold, Maelstrom Mystic Arcanaum Tsunami Actions Thalassic Blast When the cultist uses Eldritch Blast, the target is pulled 10ft. towards the cultist Thalassic Pact Blade When the cultist makes an attack with its Pact Blade, its reach increases by 5ft. On a hit, the target is pulled 10ft. towards the cultist Patron Bestowal Option: Lashing Tendrils(Recharge 5- 6) Creatures in a 20ft. radius around the cultist must succeed a Strength saving throw equal to the cultist's spell save DC. On a failed saving throw, the target takes acid or cold damage equal to a number of d10s equal to twice the cultist's proficiency bonus and is restrained for one minute and half as much on a successful saving throw At the end of each of its turns, creatures can repeat tis saving throw to end the effect on a successful saving throw. Reactions Binding Tendrils When the cultist takes damage from an attacker within 60ft. of it, the attacker must succeed a Strength saving throw against the cultist's spell save DC. On a failed saving throw, it takes acid or cold damage equal to a number of d8s equal to the cultist's proficiency bonus and is restrained until the end of its next turn Magitech Cultist Armor Class Increases by 3 Challenge Rating Increases by 1 Magitech Transmutation The cultist's attacks count as adamantine or silvered for the purposed of overcoming resistance Siege Monster The cultist can deal double damage to buildings and objects Magitech Optimization Whenever the cultist casts a spell of 1st level or higher, it gains a bonus to its Armor class equal to its Charisma modifier until the end of its next turn. Spellcasting The cultist has the following spells prepared Cantrips Mage Hand, Minor Illusion, Dancing Lights 1st Level Spells Absorb Elements, Magic Missile, Floating Disk 2nd Level Spells Spiritual Weapon 3rd Level Spells Lightning Bolt, Tiny Servant 4th Level Spells Summon Construct, Fabricate, Resilient Sphere 5th Level Spells Animate Object, Bigby's Hand, Creation Mystic Arcanaum Blade Barrier, Chain Lightning Actions Patron Bestowal Option: Magitech Armor(Recharge 5- 6) The cultist are creatures of its choice within 30ft. of it gains a number of temporary hitpoints equal to a number of d10s equal to twice the cultist's proficiency bonus. While these temporary hitpoints are active, creatures gain resistance to one damage type of the cultist's choice Reactions Adaptive Armor When the cultist takes damage from an attacker, it can reduce the damage taken by a number of d10s equal to the cultist's proficiency bonus
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Tempest Cultist Languages Auran Challenge Rating Increases by 1 Tempest Magic Whenever the cultist deals force damage, it deals its choice of lightning or thunder damage instead Gale Force Whenever a target takes thunder damage from the tempest cultist, it must succeed a Strength saving throw against the cultist's spell save DC or be pushed back an additional 10ft. Storm Surge Whenever a target takes lightning damage from the tempest cultist, it must succeed a Constitution saving throw against the cultist's spell save DC or it cannot take reactions until the end of its next turn Spellcasting The cultist has the following spells prepared Cantrips Thunderclap 1st Level Spells Thunderwave, Witchbolt 2nd Level Spells Dust Devil, Hold Person, Levitate, Wind Wall 3rd Level Spells Call Lightning, Lightning Bolt, Fly 4th Level Spells Storm Sphere 5th Level Spells Destruction Wave Mystic Arcanaum Chain Lightning, Control Weather, Whirlwind Actions Patron Bestowal Option: Thunder Burst(Recharge 5-6) Creatures in a 20ft. radius around a spot within 120ft. of the cultist must succeed a Constitution saving throw. On a failed saving throw, the target takes lightning and thunder damage each equal to a number of d10s equal to the cultist's proficiency bonus and are pushed back 10ft, knocked prone, and deafened for one minute. On a successful saving throw, creatures take half damage and are otherwise unaffected At the end of each of its turns, creatures can repeat tis saving throw to end the effect on a successful saving throw. Reactions Thunderous Shield When the cultist takes damage from an attacker within 60ft. of it, the attacker must succeed a Strength saving throw against the cultist's spell save DC. On a failed saving throw, it takes thunder damage equal to a number of d10s equal to the cultist's proficiency bonus and are pushed back 10ft and knocked prone. Eternal Flame Cultist Languages Ignan Challenge Rating Increases by 1 Fiery Magic Whenever the cultist deals force damage, it deals its choice of fire damage instead Living Flame Whenever a target takes fire damage from the Eternal Flame cultist, it is set ablaze. Creatures set ablaze take 6 (1d10) fire damage at the start of each of its turns. Creatures can use its action to put out the flames Spellcasting The cultist has the following spells prepared Cantrips Create Bonfire, Produce Flames 1st Level Spells Burning Hands 2nd Level Spells Scorching Ray, Flame Blade, Heat Metal 3rd Level Spells Fireball 4th Level Spells Web of Fire 5th Level Spells Immolation Mystic Arcanaum Firestorm, Incendiary Cloud Actions Patron Bestowal Option: Incineration(Recharge 5-6) Creatures in a 30ft. cone must succeed a Dexterity saving throw equal to the cultist's spell save DC On a failed saving throw, the target takes fire damage each equal to a number of d10s equal to twice the cultist's proficiency bonus and set ablaze. On a successful saving throw, creatures take half damage and are otherwise unaffected Creatures set ablaze take 6 (1d10) fire damage at the start of each of its turns. Creatures can use its action to put out the flames Reactions Blazing Vengeance When the cultist takes damage from an attacker within 60ft. of it, the attacker must succeed a Dexterity saving throw against the cultist's spell save DC. On a failed saving throw, it take fire damage equal to a number of d10s equal to the cultist's proficiency bonus.
131 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Earthbreaker Cultist Armor Class Increases by 3 Languages Terran Challenge Rating Increases by 1 Terran Magic The cultist deals double damage to buildings and objects Spellcasting The cultist has the following spells prepared Cantrips Mold Earth 1st Level Spells Earth Tremor 2nd Level Spells Spike Growth 3rd Level Spells Conjure Minor Elemental 4th Level Spells Stoneskin, Summon Elemental 5th Level Spells Summon Elemental, Wall of Stone, Meld into Earth Mystic Arcanaum Blade Barrier, Earthquake Actions Terran Blast When the cultist uses Eldritch Blast, the target must succeed a Strength saving throw against the cultist's spell save DC or be knocked prone. Terran Pact Blade When the cultist makes an attack with its Pact Blade, the target must succeed a Strength saving throw against the cultist's spell save DC or be knocked prone. Patron Bestowal Option: Earthbreaker(Recharge 5-6) Creatures in a 20ft. radius must succeed a Strength saving throw equal to the cultist's spell save DC On a failed saving throw, the target takes bludgeoning damage each equal to a number of d12s equal to twice the cultist's proficiency bonus and are knocked prone. On a successful saving throw, creatures take half damage and are otherwise unaffected Reactions Earth Shield When the cultist takes damage from an attacker, they can reduce the damage take by a number of d10s equal to the cultist's proficiency bonus Ascendant Cultist Challenge Rating Increases by 1 God Slayer The cultist's spell effects can ignore resistance on Aberrations, Celestials, Dragons, Elementals, Fey, and Fiends. Any immunities these creature possess counts as resistance instead. Magic Resistance The cultist has advantage on saving throws against spells and magical effects Occultic Empowerment Aberrations, Celestials, Dragons, Elementals, Fey, and Fiends have disadvantage on saving throws against the cultist's spell effects Spellcasting The cultist has the following spells prepared 1st Level Spells Detect Evil and Good, Protection from Evil and Good 2nd Level Spells Spiritual Weapon 3rd Level Spells Counterspell, Dispel Magic, Fly 4th Level Spells Banishment, Dimension Door 5th Level Spells Circle of Power, Hold Monster, Dispel Evil and Good Mystic Arcanaum Disintegrate, Globe of Invulnerability Actions Ascendant Blast When the cultist uses Eldritch Blast, it can deal an additional 1d10 force damage on a hit against Aberrations, Celestials, Dragons, Elementals, Fey, and Fiends Ascendant Pact Blade When the cultist makes an attack with its Pact Blade, it can deal an additional 1d8 force damage on a hit against Aberrations, Celestials, Dragons, Elementals, Fey, and Fiends Patron Bestowal Option: Ascendant Spell(Recharge 5- 6) When the cultist cast's a spell, they can deal full damage instead of rolling until the start of its next turn. Reactions Ascendant Wrath When the cultist takes damage from an attacker, it can force the attacker to make a Charisma saving throw equal to its spell save DC. On a failed saving throw, creatures suffer vulnerability to one damage type of the cultist's choice until the end of its next turn.
Druid Whereas wizards and sorcerers are masters of arcane magic and clerics are the masters of the divine, druids represent mastery over the primal forces of the multiverse. Druids are known for their deep connection with their surroundings that allows them to attune to the magical energy the binds all living things to the realm itself. Due to their primal connection, druids often safeguard the boundaries of their home plane from any extraplanar threats or incursions as well. Primal Bond Because of their primal connection, druids are able to harness this energy in a much different manner than most other spellcasting. This bond allows many druids to physically alter their forms allowing them to take the form of beasts, elementals, and other powerful creatures. Others are able to even use able their bond to call to the land itself summoning planar allies to come to their aid. Druid Goals When one typically thinks of a druid, they typically think of those who possess a natural connection to nature and the elements. Many druidic circles view themselves as emissaries between civilization and the various aspects of nature. These circles maintain this balance by communing with the creatures of the realms whether they be beasts, plants, elementals, or others. However, many druidic circles are not limited to primal domains. Some safeguard more esoteric domains such as realms such as the Lower Planes, the Feywild, or even the undead. Druidic Members Druids can be easily identified by their mastery of primal magics. Depending on their experience, druids have a variety of different roles. Druid Initiate Druidic initiates have just begun our training with druidic magics. They have just begun to master the druidic arts. Interestingly enough, most druidic initiates are often found abroad than inside their in their groves. Many initiates set out into the world to gain a better understanding of the world itself as part of their druidic training. Master Druids Master druids have fully completed their druidic training and serve as primal guardians safeguarding both nature and civilization. They have the ability to call upon nature itself to summon beasts, elementals, and other creatures while others are able to transforms into these entities at will. Archdruids Archdruids are the most powerful of all druids and typically are the founders of entire druid conclaves. Oftentimes, archdruids believe their duty is to safeguard the realm itself. Some have even been known to travel to other planes to maintain balance between both planes and prevent any planar incursions. Druid Types There are a number of druid conclaves, each dedicated to a particular domain of nature. Beast Druid Beast druid shares a close connection to the beasts of the wild. Through their connection with the beasts of the wild, these druids use these beasts as their eyes and ears for their domains. Their connection to the wild not only allows them to communicate with these creatures, but allows the druid to alter their form at will, taking on various animalistic feature. In times of need, they are even able to fully transform into the mightiest of beasts. Earth Druid Earth druids possess an elemental connection to the domain of earth. These druids practice a form of elemental magic that allows them to shape the terrain around them. Their mastery of the elements even allows them to even call forth or even transform into elementals themselves. These druids often work with other elemental conclave to maintain balance between the Material Plane and Plane of Earth. Eldritch Druid Very few know or understand the mysterious druids of the Eldritch Conclave. These druids have had made contact with the chaotic domain as the Far Realm. These druids have seen the maddening creatures from beyond the void and seek to prevent their spread to the Material Plane. Thanks to their rigorous training, they are able to harness the power of this realm that would drive ordinary mortal mad. Unfortunately, those who do not fully master this power are at risk and being driven mad. Flame Druids Flame druids are another elemental conclave dedicated to preserving the balance between the Elemental Plane of Fire and Material Plane. Of all the druids, flame druids possess the greatest concern for extraplanar incursions from the Elemental Plane of Fire. Forest Druids Forest druids are some of the most common kinds of druids. They maintain a special connection to the plants of the Material Plane. Just like the plants, they are able to tap into the life force that connects all living creatures. Because of their connection to the life force of the world, these druids have been known to work with other conclaves in protecting the Material Plane Grave Druids Grave druids are tasked with maintaining the balance of life and death on the Material Plane. Members of this circle primarily seek out any those who pervert the transition of life and death and putting restless spirits at peace. Although life and death are their primary domain, grave druids have been known to call the forces of the dead to protect the Material Plane from other extraplanar threats. 132 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Magitech Druid Magitech druids are a rather interesting conclave typically found in high magic societies. Their roles primarily involve overseeing constructs and maintaining magitech within their settlements. Druids of this circle are also known for their incredible feats of architecture thanks to their mastery of transmutation of animation. Manakete Druid Druids of this circle have been blessed with the power to transform into dragons. Not only are these druids able to transform into lesser dragons, but they also have the ability to infuse the aura of dragons into their spellcasting abilities. However, these druids tend to be quite rare as this power is only granted to those whom dragons deem worthy. Sea Druid Sea druids are another member of druidic conclaves specifically dedicated to maintaining the balance of the elements. Of all the elemental druid circles, sea druids are the most reclusive, primarily since they stick to overseeing the vast domain of the open seas, constantly monitoring for any potential rifts into the Elemental plane of Water. Skinshifters Skinshifters are another druidic art learned straight from the Feywild. By mimicking the innate ability of changelings, druids of this circle are able to analyze the physical characteristics and magical auras of their opponents to become an exact duplicate of their quarry. Thanks to their unique ability, skinshifters can be utilized as spies and assassins throughout the Material Plane. Spelltamer Druid Due to the magical nature of the Material Plane, the duty of eldritch druids is to maintain the balance of magic in the realm. Their duties often include maintaining arcane ley lines and pockets of arcane energy. Eldritch druids have the unique ability to manipulate magical aether to create living spells, almost akin to arcane elementals. Spore Druid Spore druids trace their origins deep within the lightless caverns of the Underdark. This druidic circle shares many principles and techniques from forest druids. However, the conduits in which they are able to tap into the life force of their surrounds is through fungal spores. Thanks to this new medium, spore druids are able to implant the seed of life into corpses and organic matter giving it the similitude of life. Sylvan Druid Sylvan druids are tasked safeguarding the boundaries between the Feywild and the Material Plane. Because the boundaries of both of these planes have been known to periodically bleed into each other's realm, sylvan druids seek to minimize the collateral damage of such an event and prevent those with ill-intent from harnessing such a phenomenon. However, due to the mind-altering effects of the Feywild, sylvan druids must undergo strict training to resist the psychedelic effect of the Feywild. Tempest Druid Tempest druids are part of an elemental druid circle dedicated to maintaining the elemental balance of the skies. These druids are known to patrol through the clouds to seek out any rifts to the Elemental Plane of Air. In addition to their interplanar roles, tempest druids serve as forecasters for upcoming storms and extremely powerful members can even alter the weather itself. Therian Druids Therian druids practice an ancient form of druidic magics that is believed to originate from the Feywild. Druids of this circle are able to take the monstrous hybrid forms of werebeasts. Some druids of this circle seek to embrace their gift through the thrill of the hunt while others seek to act as emissaries between werebeasts and the rest of civilization. Winter Druids Druids of this circle are often the reason why many humanoid civilizations are able to thrive in the frozen wastes of the Material Plane. In fact, most arctic settlements typically have at least one winter druid that patrols the nearby area. These druids have mastered the ability to control ice and frost to easily traverse such a hazardous environment with ease. They are often viewed as guardian who save stranded travelers in the midst of a snowstorm. 133 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
134 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Druidic Initiate Medium Humanoid, varies Armor Class 13 (Hide Armor) Hit Points 39 (6d8+12) Speed 30ft. STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 14 (+2) 13 (+1) 16 (+3) 12 (+1) Skills Nature +5, Perception +5, Survival +5 Senses passive Perception 15 Languages Common, Druidic, and one language of its choice Proficiency Bonus +2 Challenge 3 (700 xp) Druidic Heart(1/long rest) When the druid is reduced to 0 hitpoints, it drops to 1 hitpoint can use its Wildshape for 1 minute, even if it has no remaining uses. Spellcasting The druid is an 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Cantrips Druidcraft, Primal Savagry Shillelagah, 1st Level Spells(4 slots) Absorb Elements, Cure Wounds, Detect Magic 2nd Level Spells(3 slots) Enlarge/Reduce, Hold Person, Lesser Restoration, Moonbeam 3rd Level Spells(2 slots) Dispel Magic, Revivify Actions Multiattack. The Druid can cast a spell and make one Shillelagah attack Shillelagah Melee Weapon Attack: +5 to hit, 5ft., one target. Hit: 8(1d8+3) bludgeoning damage. This attack counts as magical for the purpose of overcoming resistance Bonus Actions Wild Shape(1/short rest) The druid can use its bonus action to enter into a beast of its choice. The beast must be CR 2 or lower. While in this state, the druid retains the beasts statistics, however it retains its own Intelligence, Wisdom, and Charisma scores. The archdruid can remain in this form up to 2 hours, or if its Wildshape is reduced to 0 hitpoints, or if the Druid uses this feature again.
135 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Master Druid Medium Humanoid, varies Armor Class 14 (Hide Armor) Hit Points 90 (12d8+36) Speed 30ft. STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 15 (+2) 18 (+4) 14 (+2) Skills Nature +8, Perception +7, Survival +7 Senses passive Perception 17 Languages Common, Druidic, and one language of its choice Proficiency Bonus +3 Challenge 7 (2300 xp) Druidic Form While in its wildshape, the druid's attacks count as magical for the purpose of overcoming resistance. Druidic Heart(1/long rest) When the druid is reduced to 0 hitpoints, it drops to 1 hitpoint can use its Wildshape for 1 minute, even if it has no remaining uses. Spellcasting The druid is an 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Cantrips Druidcraft, Primal Savagry Shillelagah, 1st Level Spells(4 slots) Absorb Elements, Cure Wounds, Detect Magic 2nd Level Spells(3 slots) Enlarge/Reduce, Hold Person, Lesser Restoration, Moonbeam 3rd Level Spells(3 slots) Dispel Magic, Revivify 4th Level Spells(3 slots) Dominate Beast, Guardian of Nature, Hallucinatory Terrain, Locate Creature, Polymorph 5th Level Spells(2 slots) Awaken, Commune with Nature, Mass Cure Wounds, Wrath of Nature 6th Level Spells(1 slot) Otherwordly Guise, Tenser's Transformation Actions Multiattack. The druid can cast a spell and make two Shillelagah attacks Shillelagah Melee Weapon Attack: +7 to hit, 5ft., one target. Hit: 9(1d8+4) bludgeoning damage. This attack counts as magical for the purpose of overcoming resistance Bonus Actions Wild Shape(1/short rest) The druid can use its bonus action to enter into a beast of its choice. The beast must be CR 3 or lower. While in this state, the druid retains the beasts statistics, however it retains its own Intelligence, Wisdom, and Charisma scores. The druid can remain in this form up to 3 hours, or if its Wildshape is reduced to 0 hitpoints, or if the Druid uses this feature again.
136 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Archdruid Medium Humanoid, varies Armor Class 15 (Hide Armor) Hit Points 1500 (20d8+60) Speed 30ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 16 (+3) 17 (+3) 20 (+5) 16 (+3) Skills Nature +9, Perception +11, Survival +11 Senses passive Perception 21 Languages Common, Druidic, and one language of its choice Proficiency Bonus +6 Challenge 17 (2300 xp) Druidic Form While in its wildshape, the druid's attacks count as magical for the purpose of overcoming resistance. Druidic Heart(1/long rest) When the druid is reduced to 0 hitpoints, it drops to 1 hitpoint can use its Wildshape for 1 minute, even if it has no remaining uses. Spellcasting The druid is an 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). Cantrips Druidcraft, Primal Savagry Shillelagah, 1st Level Spells(4 slots) Absorb Elements, Cure Wounds, Detect Magic 2nd Level Spells(3 slots) Enlarge/Reduce, Hold Person, Lesser Restoration, Moonbeam 3rd Level Spells(3 slots) Dispel Magic, Revivify 4th Level Spells(3 slots) Dominate Beast, Guardian of Nature, Hallucinatory Terrain, Locate Creature, Polymorph 5th Level Spells(3 slots) Awaken, Commune with Nature, Mass Cure Wounds, Wrath of Nature 6th Level Spells(2 slot) Otherworldly Guise, Tenser's Transformation 7th Level Spells(2 slot) Regenerate 8th Level Spells(2 slot) Antipathy/Sympathy 9th Level Spells(1 slot) True Polymorph, Mass Polymorph, Shapechanger Actions Multiattack. The archdruid can cast a spell and make two Shillelagah attacks Shillelagah Melee Weapon Attack: +11 to hit, 5ft., one target. Hit: 14(2d8+5) bludgeoning damage. This attack counts as magical for the purpose of overcoming resistance Bonus Actions Wild Shape(2/short rest) The druid can use its bonus action to enter into a beast of its choice. The beast must be CR 6 or lower. While in this state, the druid retains the beasts statistics, however it retains its own Intelligence, Wisdom, and Charisma scores. The archdruid can remain in this form up to 6 hours, or if its Wildshape is reduced to 0 hitpoints, or if the Druid uses this feature again. Legendary Actions(3/turn) The archdruid can take 3 legendary actions, choosing from the options below. Only one legendary Action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn. Shillelagah(1 action) The archdruid can make one attack with its Shillelagah Movement(1 action) The archdruid can move up to half its movement speed without provoking attacks of opportunity. Spell(2 actions) The archdruid can cast a spell of 5th level or lower Shapeshift(2 actions) The archdruid can enter into its wildshape if available Resilience(3 actions) The archdruid can end a condition or spell effect on itself as an action
137 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Beast Druid Beast Speech The druid can communicate simple ideas to beasts Greater Wildshape(1/long rest) When the druid uses its Wildshape, it can turn into a beast with a CR equal to twice the druid's profiency bonus Keen Senses The druid has advantage on Wisdom(Perception) checks that rely of sight, smell, or sound. Spellcasting The beast druid has the following additional spells prepared 1st Level Animal Friendship, Beast Bond, Find Familiar 2nd Level Animal Messenger, Beast Sense, Flock of Familiars, Spider Climb, Summon Beast 3rd Level Conjure Animals, Waterbreathing, Waterwalk 4th Level Dominate Beast, Giant Insect 5th Level Insect Plague 8th Level Animal Shapes, Feeblemind Bonus Actions Druidic Familiar When the druid expends a wildshape, it can choose to summon a beast of the appropriate CR in an unoccupied space within 30ft. of it instead. The beast is considered an ally of the druid acting on the druid's initiative. The beast remains a number of hours equal to the druid's proficiency bonus, is killed, or if the Druid uses this feature again. Earth Druid Languages Terran, Primordial False Appearance While lightly obscured by ample rocky terrain, the druid is indistinguishable from a rock while they are motionless Earth Stride The druid can move through difficult terrain caused by earth or stone without having to make an ability check or spend additional movement Elemental Wildshape(1/long rest) When the druid uses its Wildshape, it can turn into a elemental with a CR equal to the druid's proficiency bonus Spellcasting The earth druid has the following additional spells prepared Cantrips Magic Stone, Mold Earth 1st Level Catapult, Earthen Grasp, Earth Tremor 2nd Level Spike Growth 3rd Level Erupting Earth, Meld into Stone, Wall of Sand 4th Level Conjure Lesser Elementals, Summon Elemental, Stoneskin 5th Level Conjure Elemental, Passwall 6th Level Bones of Earth, Investure of Stone 8th Level Earthquake 9th Level Meteor Swarm Bonus Actions Elemental Familiar When the druid expends a wildshape, it can choose to summon a elemental of the appropriate CR in an unoccupied space within 30ft. of it instead. The elemental is considered an ally of the druid acting on the druid's initiative. The elemental remains a number of hours equal to the druid's proficiency bonus, is killed, or if the Druid uses this feature again.
138 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Eldritch Druid Damage Resistances Psychic Languages Deep Speech, telepathy 120ft. Aberrant Body The druid can move through a space as narrow as an inch without squeezing. Aberrant Mind The druid has advantage on saving throws against being charmed or frightened Aberrant Nature The druid does not require to breathe, eat, or sleep. Elemental Wildshape(1/long rest) When the druid uses its Wildshape, it can turn into a aberration with a CR equal to the druid's proficiency bonus Magic Resistance The druid has advantage on saving throws against spells and magical effects. Spellcasting The eldritch druid has the following additional spells prepared Cantrips Message, Mind Sliver, Vicious Mockery 1st Level Charm Person, Dissonant Whispers 2nd Level Mind Spike, Phantasmal Force, Suggestion 3rd Level Fast Friends, Hypnotic Pattern, Summon Aberration 4th Level Phantasmal Killer 5th Level Bigby's Hand, Contact other Plane, Dominate Person, Dream Geas, Telekinesis 6th Level Mass Suggestion, Synaptic Static 7th Level Power Word Stun 8th Level Feeblemind 9th Level Psychic Scream Flame Druid Languages Ignan, Primordial Elemental Wildshape(1/long rest) When the druid uses its Wildshape, it can turn into a elemental with a CR equal to the druid's proficiency bonus Spellcasting The flame druid has the following additional spells prepared Cantrips Green-flame Blade, Produce Flame, Firebolt 1st Level Burning Hands, Fog Cloud 2nd Level Flame Blade, Heat Metal, Scorching Ray 3rd Level Fireball, Elemental Weapon 4th Level Conjure Lesser Elementals, Summon Elemental, Fire Shield, Elemental Bane, Web of Fire, Wall of Fire 5th Level Conjure Elemental, Immolation 6th Level Investure of Fire, Primordial Ward 7th Level Delayed Blast Fireball, Firestorm 8th Level Incendiary Cloud 9th Level Meteor Swarm Bonus Actions Elemental Familiar When the druid expends a wildshape, it can choose to summon a elemntal of the appropriate CR in an unoccupied space within 30ft. of it instead. The elemental is considered an ally of the druid acting on the druid's initiative. The elemental remains a number of hours equal to the druid's proficiency bonus, is killed, or if the Druid uses this feature again.
139 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Forest Druid False Appearance While lightly obscured by ample plant life, the druid is indistinguishable from a plant while they are motionless Floral Wildshape When the druid uses its Wildshape, it can turn into a plant with a CR equal to the druid's proficiency bonus Forest Stride The druid can move through difficult terrain caused by plants without having to make an ability check or spend additional movement Spellcasting The forest druid has the following additional spells prepared 1st Level Entangle 2nd Level Barkskin, Spike Growth 3rd Level Plant Growth, Stinking Cloud 4th Level Blight, Grasping Vine 5th Level Cloudkill, Tree Stride 6th Level Transport via Plants, Wall of Thorns Bonus Actions Floral Familiar When the druid expends a wildshape, it can choose to summon a plant of the appropriate CR in an unoccupied space within 30ft. of it instead. The plant is considered an ally of the druid acting on the druid's initiative. The plant remains a number of hours equal to the druid's proficiency bonus, until it is killed, or if the Druid uses this feature again. Grave Druid Damage Resistances Necrotic Grave Sight The grave druid can pinpoint the location of any Undead within 120ft. of it Grave's Calling(Replaces Druidic Heart) When the grave druid is reduced to 0 hitpoints, it drops to 1 hitpoint and can summon a myriad of undead in the nearest unoccupied space within 30ft of it. The grave druid can summon a number of skeletons or zombie(its choice) equal to twice the druid's proficiency bonus. These undead are allies to the grave druid acting on the druid's turn for 1 minute or until killed. Once the druid uses this ability, it cannot do so again until it finished a long rest Spellcasting The grave druid has the following additional spells prepared Cantrips Green-flame Blade, Produce Flame, Firebolt 1st Level Inflict Wounds 2nd Level BLindness/Deafness, Ray of Enfeeblement 3rd Level Animate Dead, Summon Undead, Speak with Dead, Vampiric Touch 4th Level Blight 5th Level Antilife Shell, Negative Energy Flood 6th Level Create Undead 7th Level Finger of Death Bonus Actions Deathly Summons When the druid expends a wildshape, it can raise the corpse of a creature of an appropriate CR in an unoccupied space within 30ft. of it instead. The creature cannot be a construct or undead. Upon using the feature, the corpse becomes an undead and gains immunity to poison and necrotic damage. The undead is considered an ally of the druid acting on the druid's initiative. The undead remains a number of hours equal to the druid's proficiency bonus, or until it is killed.
140 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Magitech Druid Animating Pulse(Replaces Druidic Heart) When the magitech druid is reduced to 0 hitpoints, it drops to 1 hitpoint and can summon constructs in the nearest unoccupied space within 30ft of it. The agitech druid can summon a number of constructs equal to twice the druid's proficiency bonus. The Constructs must be of a CR rating less than 1. These constructs are allies to the magitech druid acting on the druid's turn for 1 minute or until killed. Once the druid uses this ability, it cannot do so again until it finished a long rest Magic Sense The magitech druid can pinpoint the location of a magical effect or item within 120ft. of it. Magitech Affinity Constructs have disadvantage on saving throws against the magictech druid's spell effects Siege Monster The magitech druid can deal double damage to buildings and objects Spellcasting The magitech druid has the following additional spells prepared Cantrips Mending, Shocking Grasp 1st Level Catapult, Detect Magic, Tenser's Floating Disk 2nd Level Wristpocket 3rd Level Otiluke's Resilient Sphere, Lightning Bolt Tiny Servant 4th Level Fabricate, Summon Construct 5th Level Animate Objects, Bigby's Hand, Creation 6th Level Chain Lightning Bonus Actions Animation Pulse When the druid expends a wildshape, it can create a construct of an appropriate CR in an unoccupied space within 30ft. of it instead. The construct is considered an ally of the druid acting on the druid's initiative. The construct remains a number of hours equal to the druid's proficiency bonus, until it is killed, or if the druid uses this feature again. Manakete Damage Resistances Acid, Cold, Fire, Lightning, Poison (choose 1) Languages Draconic Draconic Blessing The manakete can ignore resistance and immunity on attacks using their attuned element Draconic Presence While in its Wildshape, creatures within 30ft. of the manakete that can see it must succeed a Wisdom saving throw equal to the manakete's spell save DC. On a failed saving throw, the creature is frightened by the manakete for one minute. A frightened creature can repeat its saving throw at the end of each of its turns to end the effect on a success. On a successful saving throw, creatures are immune to being frightened in this manner for the next 24 hours. Dragon Skin The manakete has advantage on saving throws against spells and magical effects. On a successful saving throw, the manakete takes no damage. Spellcasting The manakete has the following additional spells prepared Cantrips Thaumaturgy 1st Level Absorb Elements, Burning Hands 2nd Level Binding Frost 3rd Level Elemental Weapon, Fear, Fly, Lightning Bolt 5th Level Cone of Cold, Summon Draconic Spirit 6th Level Chain Lightning Bonus Actions Draconic Form When the druid expends a wildshape, it can transform into a dragon of the appropriate CR.
141 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Sea Druid Movement 30ft. swim Aquatic Wildshape When the sea druid enters its Wildshape, it can assume the form of an elemental or beast with a swimming speed of the appropriate challenge rating. Aquatic Adept The sea druid can swim through difficult terrain caused by strong tides or currents without having to make ability checks or expending additional movement speed Hold Breath The sea druid can hold their breath underwater for up to 15 minutes. Nimble Swimmer The sea druid can swim outside a creatures reach without provoking attacks of opportunity Spellcasting The sea druid has the following additional spells prepared Cantrips Acid Splash, Shape Water 1st Level Armor of Agathys, Caustic Brew, Grease, Fog Cloud 2nd Level Create and Destroy Water 3rd Level Tidal Wave, Water Walk, Waterbreathing, Wall of Water 4th Level Control Water, Watery Sphere 5th Level Maelstrom 8th Level Tsunami Bonus Actions Aquatic Familiar When the druid expends a wildshape, it can choose to summon a elemental or a beast with a swimming speed of the appropriate CR in an unoccupied space within 30ft. of it instead. The creature is considered an ally of the druid acting on the druid's initiative. The creature remains a number of hours equal to the druid's proficiency bonus, is killed, or if the Druid uses this feature again. Skinshifter Mimicry The skinshifter can mimic sounds you have heard, including voices. A creature that hears the sounds it makes can tell they are imitations with a successful Wisdom (Insight) check opposed by its Charisma (Deception) check. Actions Ventriloquism The skinshifter can cause its voice to sound as if it originated from a spot within 30ft. of it. A creature that hears the sounds it makes can determine if this is a trick with a successful Wisdom (Insight) check opposed by its Charisma (Deception) check. Bonus Actions Shapeshift As an bonus action action, the skinshifter can change its appearance and itsvoice. The skinshifter determine the specifics of the changes, including its coloration, hair length, size, and sex. The skinshifter can make itself appear any humanoid, though none of its game statistics change. The skinshifter can't duplicate the appearance of a creature it has never seen. Skinshift The skinshifter can expend a Wildshape using its bonus action to become an identical copy of a humanoid it can see. Upon using this feature, the skinshifter learns any skills, profieiciencies, spells , abilities, and similar features that the target may possess; however, the skinshifter does not acquire any knowledge or memories that the target may possess. Spellcasting The skinshifter has the following additional spells prepared Cantrips Minor Illusion, Vicious Mockery 1st Level Charm Person, Disguise Self, Suggestion 2nd Level Enlarge/Reduces, Mirror Image 3rd Level Fast Friends, Sending 4th Level Charm Monster, Compulsion 5th Level Dominate Person, Mislead, Seeming, Scrying 6th Level Otherworldly Guise
142 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Spelltamer Magical Advantage The spelltamer has advantage on saving throw against spells and magical effects. Spell Absorption When the spelltamer successfully uses Counterspell or Dispel Magic on a spell of 1st level or higher, the spelltamer regains a number of expended spell slots equal to the level of the spell expended. Spell Sense The spelltamer can pinpoint the location of a magical effect or item within 120ft. of him Spellcasting The spelltamer has the following additional spells prepared Cantrips Dancing Lights, Eldritch Blast 1st Level Detect Magic, Magic Missile, Shield 2nd Level Blink, Nystul's Magic Aura 3rd Level Counterspell, Dispel Magic 4th Level Dimension Door 5th Level Bigby's Hand, Teleportation Circle, Wall of Force 6th Level Disintegrate, Globe of Invulnerability 7th Level Prismatic Spray, Teleport 8th Level Antimagic Field, Holy Aura 9th Level Wish Bonus Actions Spell Tamer When the druid expends a wildshape, it can choose to summon a animated spell in an unoccupied space within 30ft. of it instead. The creature is considered an ally of the druid acting on the druid's initiative. The creature remains a number of hours equal to the druid's proficiency bonus, is killed, or if the Druid uses this feature again. Spore Druid Damage Resistances Necrotic, Poison Spore Symbiosis The spore druid has advantage on saving throws against being blinded, deafened, paralyzed, or poisoned Stench Creatures that first enters or starts its turn within 10ft. of the spore druid, the target takes 4(1d6) poison damage must succeed a Constitution saving throw equal to the Spore Druid's spell DC. On a failed saving throw, the target is poisoned until the end of its next turn. On a successful saving throw, creatures are immune to being poisoned by this effect for the next 24 hours. Spellcasting The spore druid has the following additional spells prepared Cantrips Poison Spray 1st Level Ray of Sickness 2nd Level Blindness/Deafness, Ray of Enfeeblement 3rd Level Animate Dead, Plant Growth, Stinking Cloud 4th Level Blight 5th Level Awaken, Cloudkill, Enervation 6th Level Circle of Death, Harm 8th Level Feeblemind 9th Level Time Ravage Bonus Action Symbiotic Form When the druid expends a wildshape, it can transform into a fungal symbiotic form for one minute.. While in this form, the druid deals an additional 7 (2d6) necrotic damage on each of its melee weapon attacks. At the start of each of its turns, the Spore Druid regain a number of hitpoints equal to 10 times half the druid's proficiency bonus rounded down.
143 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Sylvan Druid Damage Resistances Force, Psychic Fey Mind The druid has advantage on saving throws against being charmed or frightened. Fey Misdirection If the druid succeeds a saving throw against an effect that charms or frightens and only targets the druid, the effect is redirected back at the attacker instead. Spellcasting The sylvan druid has the following additional spells prepared Cantrips Dancing Lights, Minor Illusion, Vicious Mockery 1st Level Color Spray, Disguise Self, Faerie Fire, Sleep 2nd Level Blink, Blur, Invisibility, Mirror Image, Moonbeam, Suggestion 3rd Level Fast Friends, Summon Fey, Hypnotic Pattern 4th Level Conjure Woodland Beings, Charm Monster, Greater Invisibility 5th Level Dominate Person, Dream. Far Step, Modify Memory 6th Level Conjure Fey, Mass Suggestion, Programmed Illusion, Otherworldly Form 7th Level Mirage Arcane, Prismatic Spray, Project Image, Plane Shift 8th Level Antipathy/Sympathy, Feeblemind 9th Level Weird Bonus Actions Fey Familiar When the druid expends a wildshape, it can choose to summon a Fey with an appropriate CR in an unoccupied space within 30ft. of it instead. The creature is considered an ally of the druid acting on the druid's initiative. The creature remains a number of hours equal to the druid's proficiency bonus, is killed, or if the Druid uses this feature again. Reactions Fey Escape When the druid is targeted with an attack, the Sylvan druid can teleport 30ft. causing the attack to miss. The sylvan druid can also turn invisible until the start of its next turn. Tempest Damage Resistances Thunder Airbender When the druid is forced to make a saving throw against an effect that deals thunder damage, it takes no damage on a successful saving throw. Tempest Magic When the druid cast a spell of 1st level or higher, the druid gains a flying speed equal to its movement speed equal to the druid's movement speed. Wind's Landing When the druid is able to uses their Druidic magics to soften their landing. Whenever the druid falls at least 30ft., it can make a DC 10 Wisdom saving throw. On a failed saving throw, the druid takes half damage and fall prone. On a success, the druid takes no damage and does not fall prone. The DC increases by 1 for every 10ft. above 30ft. that it falls. Spellcasting The tempest druid has the following additional spells prepared Cantrips Gust, Thunderclap 1st Level Catapult, Fog Cloud, Thunderwave 2nd Level Create and Destroy Water, Dust Devil, Levitate, Shatter, Skywrite 3rd Level Fly, Gaseous Form, Wind Wall 4th Level Storm Sphere, Summon Elemental 5th Level Control Winds, Telekinesis 6th Level Investiture Wind, Wind Wall 7th Level Etherealness, Whirlwind 8th Level Control Weather Bonus Actions Aerial Familar When the druid expends a wildshape, it can choose to summon a elemental or a beast with a flying speed of the appropriate CR in an unoccupied space within 30ft. of it instead. The creature is considered an ally of the druid acting on the druid's initiative. The creature remains a number of hours equal to the druid's proficiency bonus, is killed, or if the Druid uses this feature again.
144 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Therian Movement 40ft., 40ft. swim, 40ft. climb Keen Sense The therian druid has advantage on Wisdom(Perception) checks Therian Frenzy While in their Wildshape, the druid is unable to cast spells. Therian Hide While in their wildshape, the druid gains a +3 bonus to their AC and gains resistance to bludgeoning, piercing, and slashing damage from non-silvered attacks Therian Regeneration(Wild Shape Only) If the druid is below half its hitpoint maximum, it regains a number of hitpoints equal to 10 times half the druid's proficiency bonus (rounded down) Bonus Actions Therian Transformation When the druid expends a wildshape, it can transform into a its Therian Wildshape instead. While in this form, its movement speed increases by 10ft. and it gains advantage on Strength and Dexterity ability checks and saving throws. Therian Flurry(Wildshape Only) The therian can make two attacks with its Shillelagah Reactions Reactive (Wildshape Only) While in its druid can take a reaction at the end of each of its turns. Retaliation When the druid is hit with a melee weapon attack, it can use its reaction to make a melee weapon attack. Winter Druid Damage Resistances Cold Blizzard When creatures first enter or start its turn within 10ft. of the druid, it takes 5(1d8) cold damage and its movement speed is reduced by 10ft. Frost Acclimation When the druid is forced to make a saving throw against an effect that deals cold damage, it takes no damage on a successful saving throw. Ice Walker The druid can swim through difficult terrain caused by icy terrain without having to make ability checks or expending additional movement speed Spellcasting The winter druid has the following additional spells prepared Cantrips Frostbite, Ray of Frost 1st Level Armor of Agathys, Grease, Ice Knife, Fog Cloud, Frost Fingers 2nd Level Binding Frost, Hold Person, Spike Growth, Snowball Storm 3rd Level Sleet Storm 4th Level Ice Storm 5th Level Cone of Cold 6th Level Freezing Sphere, Investiture of Ice, Wall of Ice Bonus Actions Snow Stealth While lightly obscured by snowfall or snowy terrain, the Winter Druid can use its bonus action to Hide.
Monks Monks are incredibly skilled warriors that have mastered martial combat through the art of harnessing a mysterious power that all creature's possess, called ki. Their mastery of ki grants them supernatural speed and agility, allowing them to perform incredible feats of physical and martial prowess. Monk Initiates Monk initiates are the least trained of all monks, as many are beginning their journey in a monastic tradition. Most initiates can be found in monasteries, where they receive tutelage in controlling their inner ki. Monk Disciples Monk discipline have learned to fully harness their inner ki. As a result, they tend to be exceptional combatants in their specific disciplines, using their superior speed and agility to outmaneuver even the strongest of opponents. Master Monk Master monks represent the pinnacle of mortal mastery of ki. They are able to use these abilities to heal themselves from the deadliest of injuries, as well as attack their opponents as incredible speeds. Due to their vast training, many master monks lead entire monasteries, while the most legendary of monks seek to discover new disciplines by finding new ways to utilize their ki. 145 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Monastic Orders Since there are numerous ways in which monks can harness their ki, their are numerous monastic traditions that these individuals practice, each with their own unique skillset. Phoenix Monk Phoenix monks have learned to use their ki to control fire. Members of these orders can often be identified by glowing tattoos of phoenixes, dragons, and open flames. This monastic tradition tend to have an explosive fighting style that unleashes a torrent of flames to punish their opponents. Tempest Monk Tempest monks have learned to use their inner ki to control the very winds itself. Their order are often identified by tattoos, clouds or wings. Their primary battle techniques rely on maneuverability and misdirection. Frostwind Monk Frostwind monks use their ki to tap into the essence of others to siphon their energy and slowing down their movement. These individuals are often adorned with various tattoos of wolves and other arctic creatures. Stormlight Monk Monks that practice the stormlight discipline have learned to harness the power of lightning, adorning themselves with tattoos of lightning and thunderstorms. Monks of this tradition have the ability to turn themselves into lightning and shock their opponents with extreme precision. Earthbreaker Monk Monks of the earthbreaker discipline have learned to use their ki to make their bodies akin to an immovable mountain, granting them incredible strength and endurance, as well as the ability to control the earth around them. Tidecaller Monk The tidecaller tradition enables monks to acquire absolute master of water. This ability grants them the ability to conjure weapons made of water from thin air and even have the ability to cause their body to even temporarily take the form of water. Shadowdancer Monk Shadowdancers use their ki to control their very shadows themselves. As a result, they are ideal spies and assassins as they are able to use the shadows to shroud themselves to avoid detect as well as shield themselves from harm. Astral Monk Astral monks have learned to project their ki to create an astral avatar of themselves. This avatar can take a variety of forms, but are commonly depicted as gigantic humanoid avatars with fists made of pure ki. Reaper Monk Reaper monks practice a special ki discipline that focuses on extracting the ki from living creatures. Such an art if often forbidden and reviled by many societies due to its ability to siphon the soul from one's very body. Sunfire Monk It is believed that sunfire monks have learned their discipline directly from the gods. As a result, they are able to unleash the flurry of strikes empowered by divine light. Because of their close connection to the divine, it is not uncommon to find these monks in many religious temples and sanctuaries. Kensei Monk Kensei monks have learned to channel their ki through their weapons, which grants them perfect mastery of their weapons. They are able to effortlessly transition between speed and power to overwhelm their opponent's defenses, while using their rapid reflexes to deflect and parry weapon strikes from their foes. Mage Hunter Monk Magehunter monks have learned to use their ki to temporarily block a creature's connection to magic. Because of their unique talents, they are often employed as a countermeasure against spellcasters. Open Hand Monk Open hand monks focus primarily on unarmed combat by utilizing their ki to keep their foes off-balance in combat. Monks of this discipline are able to use their strikes to sweep their foes off their feet, disarm attackers, and temporarily disorient their target's senses. Some have even mastered the ability to unleash a storm of blows when surrounded, striking each creature in reach. Soulknife Monk Soulknife monks use their ki to awaken their true psionic potential. Monks of the discipline are able to use their ki to enter into their opponent's minds to exploit their fears and desires. They also possess the ability to seemingly manifest a purely psionic form to vanish from sight and to even phase through walls. Mercy Monk Mercy monks use their ki to tread the very boundaries of life and death. They are able to use this practice to either heal or poison the ki of another living creature. Because of this mysterious duality, these monks tend to be viewed with wonder and suspicion of their true intentions. 146 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
147 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Monk Initiate Medium Humanoid, varies Armor Class 16 (Natural Armor) Hit Points 39 (6d8+12) Speed 40ft. STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 10 (+0) Saving Throws Str +4, Dex +5 Skills Athletics +5, Acrobatics +5, Perception +5 Senses passive Perception 15 Languages Common and one language of its choice Proficiency Bonus +2 Challenge 3 (700 xp) Evasion When the monk initiate fails a Dexterity saving throw against a effect that deals damage, they take half damage on a failed saving throw and half as much on a success. Ki Empowered Strikes The monk initiate attacks count as magical for the purpose of overcoming resistance. Slow Fall When the monk initiate takes fall damage, they can choose to make a DC 10 Dexterity saving throw. On a failed saving throw, the monk takes half damage and falls prone. Upon a success, they take no damage and do not fall prone Ki Disciplines Depending on the type of discipline they practice, the monk initiative may force a creature to make a saving throw against certain effects. These abilities uses a Ki save DC which is 13. Actions Multiattack. Monk initiate can make three unarmed strikes. The monk initiate can replace any number of unarmed strikes with a shuriken. Unarmed strike Melee Weapon Attack: +5 to hit, 5ft., one target. Hit: 5(1d4+3) bludgeoning damage Shuriken Ranged Weapon Attack: +5 to hit, 30ft., one target. Hit: 6(1d4+3) slashing damage. Bonus Actions Step of the Wind The monk initiate can use their bonus action to Dash or Disengage Patient Strike The monk initiate can use their bonus action to Dodge Reactions Deflect Missile When the monk is hit with a ranged weapon attack, they can gain a +5 bonus to their Armor class against their next attack. If the ranged attack misses, it does not hit the monk and targets the attacker or another creature of the monk's choice within 60ft. of them instead.
148 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Monk Disciple Medium Humanoid, varies Armor Class 18 (Natural Armor) Hit Points 90 (12d8+36) Speed 50ft. STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 16 (+3) 10 (+0) 18 (+4) 10 (+0) Saving Throws Str +6, Dex +7 Skills Athletics +6, Acrobatics +7, Perception +7 Senses passive Perception 17 Languages Common and one language of its choice Proficiency Bonus +3 Challenge 7 (2900 xp) Evasion When the monk disciple fails a Dexterity saving throw against a effect that deals damage, they take half damage on a failed saving throw and half as much on a success. Ki Empowered Strikes The monk disciple attacks count as magical for the purpose of overcoming resistance. Slow Fall When the monk disciple takes fall damage, they can choose to make a DC 10 Dexterity saving throw. On a failed saving throw, the monk takes half damage and falls prone. Upon a success, they take no damage and do not fall prone Ki Disciplines Depending on the type of discipline they practice, the monk disciple may force a creature to make a saving throw against certain effects. These abilities uses a Ki save DC which is 15. Actions Multiattack. Monk disciple can make four unarmed strikes. The monk disciple can replace any number of unarmed strikes with a shuriken. Unarmed strike Melee Weapon Attack: +7 to hit, 5ft., one target. Hit: 8(1d6+4) bludgeoning damage. Shuriken Ranged Weapon Attack: +7 to hit, 30ft., one target. Hit: 8(1d6+4) slashing damage. Bonus Actions Step of the Wind The monk disciple can use their bonus action to Dash or Disengage Patient Strike The monk disciple can use their bonus action to Dodge Reactions Deflect Missile When the monk is hit with a ranged weapon attack, they can gain a +5 bonus to their Armor class against their next attack. If the ranged attack misses, it does not hit the monk and targets the attacker or another creature of the monk's choice within 60ft. of them instead.
149 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Master Monk Medium Humanoid, varies Armor Class 20 (Natural Armor) Hit Points 150 (20d8+60) Speed 60ft. STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 16 (+3) 10 (+0) 20 (+5) 10 (+0) Saving Throws Str +9, Dex +11, Con +9, Int +6, Wis +11, Cha +6 Skills Athletics +9, Acrobatics +11, Perception +11 Senses passive Perception 21 Languages Common and one language of its choice Proficiency Bonus +6 Challenge 17 (18000 xp) Perfect Training The monk has advantage on Strength(Athletics) checks and Dexterity(Acrobatics) checks Evasion When the master monk fails a saving throw against a Dexterity saving throw that deals damage, they take half damage on a failed saving throw and half as much on a success. Ki Empowered Strikes The master monk attacks count as magical for the purpose of overcoming resistance. Legendary Resistance (3/day) Upon failing a saving throw, the master monk can choose to succeed. Upon using this feature, the monk can recover 60 hitpoints as they recover ki to heal their wounds. Slow Fall When the master monk takes fall damage, they can choose to make a DC 10 Dexterity saving throw. On a failed saving throw, the monk takes half damage and falls prone. Upon a success, they take no damage and do not fall prone. The DC increases by 1 for every 10ft. above 30ft. that the master monk falls. Ki Disciplines Depending on the type of discipline they practice, the master monk may force a creature to make a saving throw against certain effects. These abilities uses a Ki save DC which is 19. Actions Multiattack. The master monk can make four unarmed strikes. The master monk can replace any number of unarmed strikes with a shuriken. Unarmed strike Melee Weapon Attack: +11 to hit, 5ft., one target. Hit: 11(1d10+5) bludgeoning damage Shuriken Ranged Weapon Attack: +11 to hit, 30ft., one target. Hit: 10(1d10+5) slashing damage. Bonus Actions Step of the Wind The master monk can use their bonus action to Dash or Disengage Patient Strike The master monk can use their bonus action to Dodge Reactions Deflect Missile When the master monk is hit with a ranged weapon attack, they can gain a +5 bonus to their Armor class against their next attack. If the ranged attack misses, it does not hit the monk and targets the attacker or another creature of the monk's choice within 60ft. of them instead. Legendary Actions(3/turn) The master monk can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn Step of the Wind(1 action) The master monk can use one of their Step of the Wind features. Flurry of Blows(2 actions) The master monk can make two unarmed strikes against a creature within range. Ki Pulse(3 action) The master monk can end one status condition or spell effect on themselves
150 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Phoenix Monk Blazing Ki The monk can choose to deal fire damage instead of bludgeoning damage on their unarmed strikes and shuriken strikes. Fiery Evasion Whenever the monk is forced to make a saving throw against an effect that deals fire damage, the monk takes half damaage on a failed saving throw and none on a sucess. Actions Phoenix Punch(Recharge 5-6) At the start of its turn, the monk can replace one of the monk's unarmed strikes to force creatures in a 20ft. cone to make a Dexterity saving throw equal to their spell save DC. On a failed saving throw, creatures take fire damage equal to a number of d8s equal to the monk's proficiency bonus. At the start of its next turn, that creature takes this damage again. On a successful saving throw, creatures take half damage and are otherwise unaffected. Bonus Actions Fiery Step(Replaces Step of the Wind) The monk can use its bonus action to Dash or Disengage. When the monk leaves a space within 5ft. of a creature, it must succeed a Wisdom saving throw against the monk's Ki save DC. On a failed saving throw, creatures take 5(1d8) fire damage. Flame Shield(Replaces Patient Defense) The monk can use its bonus action to Dodge. When the monk is grappled or hit with an melee attack while within 5ft. of the monk, it takes 5(1d8) fire damage. Reactions Redirect Flames When the monk is hit with an attack that deals fire damage, they can gain a +5 bonus to their Armor class against their next attack. If the attack misses, it does not hit the monk and targets the attacker or another creature of the monk's choice within 60ft. of them instead. Tempest Monk Roaring Ki The monk can choose to deal thunder damage instead of bludgeoning damage on their unarmed strikes and shuriken strikes. Galeforce Evasion Whenever the monk is forced to make a saving throw against an effect that deals thunder damage, the monk takes half damaage on a failed saving throw and none on a success. Actions Thunder Strike(Recharge 5-6) At the start of its turn, the monk can replace one of the monk's unarmed strikes to force creatures in a 10ft. radius to make a Strength saving throw equal to their spell save DC. On a failed saving throw, creatures take thunder damage equal to a number of d8s equal to the monk's proficiency bonus, pushed back 10ft, and are considered deafened until the end of its next turn. On a successful saving throw, creatures take half damage and are otherwise unaffected. Bonus Actions Howling Step(Replaces Step of the Wind) The monk can use its bonus action to Dash or Disengage. While using this movement, the monk gains a flying speed equal to their movement speed until the start of their next turn. Repulsive Shield(Replaces Patient Defense) The monk can use its bonus action to Dodge. When the monk is grappled or hit with an melee attack, creatures are pushed back 10ft. from them Reactions Whirlwind Stance When the monk is hit with an attack that deals thunder damage, they can gain a +5 bonus to their Armor class against their next attack. If the attack misses, it does not hit the monk and targets the attacker or another creature of the monk's choice within 60ft. of them instead.